POV-Ray : Newsgroups : povray.newusers : Random texture? : Re: Random texture? Server Time
28 Jun 2024 23:19:02 EDT (-0400)
  Re: Random texture?  
From: Bald Eagle
Date: 28 Jul 2013 13:40:01
Message: <web.51f556f6dda1009473fc9ebb0@news.povray.org>
Jim Holsenback <nom### [at] nomailcom> wrote:
> On 01/06/2012 10:40 PM, Christian Froeschlin wrote:
> > It looks like you accidentally inserted the texture
> > within the expression -x*12*Count. Such things are easier
> > to spot if you use more consistent spacings and indents:
>
> yes ... being a bit religious about indents etc DOES make things easier.
> I fall into that trap from time to time and lining things up ALWAYS
> makes things stand out better.

When editing complex, nested equations in Excel, whenever you cursor past a
parentheses, it highlights it, and its matching counterpart.  Something like
this would be useful - not sure how tough it would be to implement.

Changing the color of defined variables would be useful for spotting misspelled
variable names.
Which brings me a question I had - POV-Ray highlights sind(theta) in purple,
even though I hadn't included the math.inc file.  Why?  It confused the heck out
of me!
I wound up using degrees ( sin (theta) ) until I found the problem!  Arrrrgh.

I suppose that it might be possible to write a separate "spell checking" script
to check for syntax - at least the "obvious" stuff.

I almost got snagged by an extra /*
it was nested inside another /* ... */  block, and POV-Ray wanted the second */.

Concerning the original topic, the solutions proposed seem like sort of a
"cheat" or workaround.  Is there a way to actually _specify_ random or varying
_textures_ rather than defining textures with random _pigments_?

It would be nice to cycle through all of the P_WoodGrain_XX textures on blocks
by varying XX.

This might be potential solution.
http://news.povray.org/518c3b60%241%40news.povray.org

and I remember coming across this:
http://news.povray.org/povray.text.tutorials/thread/%3C3f13449b$1@news.povray.org%3E/

which seemed like there could be a way to "sanitize" the string-nature of WoodA
in something like or else "fool" POV-Ray into thinking it's not a string
anymore.
#declare WoodA = concat ("P_WoodGrain", str (X, 0, 0), "A")
#declare WoodA = texture { WoodA }


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