POV-Ray : Newsgroups : povray.newusers : Complicated texturing problem : Re: Complicated texturing problem Server Time
2 May 2024 01:53:39 EDT (-0400)
  Re: Complicated texturing problem  
From: Bald Eagle
Date: 20 Jul 2014 16:10:00
Message: <web.53cc21f2fdaafbaa5e7df57c0@news.povray.org>
> Whenever you specify a texture without a TEXTURE_IDENTIFYER to "inherit"
> from, POV-Ray plugs in whatever this default texture is /currently/ set
> to; thus, the following are perfectly equivalent:
>
>      // (A)
>      1.      default { texture {... // some default texture settings}}
>      2. #declare Foo = texture {... }
>      3.      default { texture {... // some other default texture settings}}
>      4. #declare Bar = texture {... }
>
>
>      // (B)
>      1. #declare DEFAULT = texture {... // some default texture settings}
>      2. #declare Foo =     texture { DEFAULT ... }
>      3. #declare DEFAULT = texture {DEFAULT... // some other default texture
settings}
>      4. #declare Bar =     texture { DEFAULT ... }

Thanks Christoph,
If I follow that, in (A), textures 1&2 are identical, and 3&4 are identical.
And, as you say, the same is true for (B).

I think what I'm actually up against here is that when an object is declared,
its associated texturing is fixed at the time it's declared.  Changing the
texture after that has no effect.

{For example, I grabbed an intersection of some objects, differenced away those
pieces, and planned on adding back the retextured intersected parts - but they
already have the static texture they were defined with.}

object {INTERSECTION texture {NEW}}  doesn't work.

Part of my clunky solution was to define my objects with no texture in a union
which was instantiated by a macro.  Then I defined a texture to be applied to
the objects, and re-instantiated the unioned objects using the new texture.
Just getting back to this now, so I'll see what logical and practical headway I
make...


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