POV-Ray : Newsgroups : povray.newusers : Really weird image mapping results : Really weird image mapping results Server Time
3 May 2024 10:06:22 EDT (-0400)
  Really weird image mapping results  
From: Bald Eagle
Date: 12 Oct 2014 13:25:07
Message: <web.543ab8f6e381fe465e7df57c0@news.povray.org>
I've been playing around with mapping a texture onto half of an oblate spheroid,
and I've gotten really weird results.

Here's what I get:
The image seems to be half-scaled compared to the object it gets mapped onto.
The image has a weird "doubling" effect. (top right)
When I display the same hemi-spheroid as a guide, my image-mapped object
disappears, (lower right)
but when I rotate them at different angles, I can see the image map above, and
through the green below. (lower left)

Also interesting is the "chopping" going on between the 4 views.
It's like there's differencing going on between things that should be
independent.

.... I think the trouble may be due to the nut behind my keyboard ...

//#######################################################################
Image file:
http://news.povray.org/*/attachment/%3Cweb.54375641cbb3d8155e7df57c0%40news.povray.org%3E/medallion1.png
//#######################################################################

#version 3.7;
global_settings{ assumed_gamma 1.0 }

#include "debug.inc"
 Set_Debug (true)
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"

#declare Feet = 12;

#ifdef (SDL)
 // do nothing
#else
//--------------------------------------------------------------------------------------------------------<<<<
//--------------------------------------------------------------------------------------------------------<<<<
//------------------------------------------------------------- Camera_Position,
Camera_look_at, Camera_Angle
#declare Camera_Number = 0;
//--------------------------------------------------------------------------------------------------------<<<<
//--------------------------------------------------------------------------------------------------------<<<<
#switch ( Camera_Number )
#case (0)
  #declare Camera_Position = < 0, 0, -4*Feet> ;  // front view
  #declare Camera_Look_At  = < 0, 0,  0.00> ;
  #declare Camera_Angle    =  65 ;
#break
#case (1)
  #declare Camera_Position = < 5.00, 5.00, -4.00> ;  // diagonal view
  #declare Camera_Look_At  = < 0.70, 1,  0.00> ;
  #declare Camera_Angle    =  42 ;
#break
#case (2)
  #declare Camera_Position = < 0.00, 1.00,-20.00> ;  // front view
  #declare Camera_Look_At  = < 0.00, 1.00,  0.00> ;
  #declare Camera_Angle    =  65 ;
#break
#case (3)
  #declare Camera_Position = < 0*Feet, 2*Feet,  0*Feet> ;  // top view
  #declare Camera_Look_At  = < 0.00, 0*Feet,  0*Feet> ;
  #declare Camera_Angle    =  65 ;
#break
#case (4)
  #declare Camera_Position = < 0.00, 9*Feet,  27*Feet> ;  // mobile view
  #declare Camera_Look_At  = < 0.00, 0*Feet,  33*Feet> ;
  #declare Camera_Angle    =  65 ;
#break
#case (5)
  #declare Camera_Position = < 0.00, 6*Feet,  35*Feet> ;  // mobile view
  #declare Camera_Look_At  = < 0.00, 6*Feet,  25*Feet> ;
  #declare Camera_Angle    =  65 ;
#break
#else
  #declare Camera_Position = < 0.00, 1.00,-20.00> ;  // front view
  #declare Camera_Look_At  = < 0.00, 1.00,  0.00> ;
  #declare Camera_Angle    =  65 ;
#break
#end // of "#switch ( Camera_Number )" -----------------------------
//-------------------------------------------------------------------------------------------------------<<<<
//-------------------------------------------------------------------------------------------------------<<<<
camera { location Camera_Position
        right    x*image_width/image_height
        angle    Camera_Angle
        look_at  Camera_Look_At
 }

light_source {<0*Feet, 0*Feet, -10*Feet> color rgb <1, 1, 1>*0.4}

// sky --------------------------------------------------------------------

sky_sphere{ pigment{ gradient <0,1,0>
                     color_map{ [0   color rgb <1, 1, 1>         ]//White
                                [0.4 color rgb <0.14, 0.14, 0.56>]//~Navy
                                [0.6 color rgb <0.14, 0.14, 0.56>]//~Navy
                                [1.0 color rgb <1, 1, 1>         ]//White
                              }
                     scale 2 }
           } // end of sky_sphere

#end  // end SDL check



#declare Medallion =
texture {
 pigment {//uv_mapping
  image_map {
  png "Medallion1.png"
  once
  //map_type 1    // planar
  //interpolate 0
  //once
  //texture { pigment {Red} }
  //texture { Gold_Metal }
  }
 } //rotate x*90 //scale 0.25 translate <1, 0, 0>
}

#declare Gold = texture {T_Gold_2A finish {phong 1 metallic reflection {0.2}} }

#declare Sine   = function (x,y) {sin (y/sqrt (pow (x,2) + pow (y,2)) )}
#declare Circle = function (x,y) { 1- (pow (x,2) + pow (y,2)) }


//##############################################################################
#declare Hemisphere =
union {
difference {
 sphere {0, 1 }
 box {0, 1 translate <-.5, -.5, 0> scale 2}
 texture {Medallion translate -0.5}
 scale <18, 18, 1.5>
}
cylinder {<0,0,0>, <10, 0, 0> 0.125}
cylinder {<0,0,0>, <0, 10, 0> 0.125}
cylinder {<0,0,0>, <0, 0, 10> 0.125}
}



#declare Hemispheroid =
difference {
 sphere {0, 1}
 box {0, 1 translate <-.5, -.5, 0> scale 2}
 scale <18, 18, 1.5>
 pigment {Green filter 0.99}
}

object {Hemisphere   translate <-15, 10, 0> }
//object {Hemispheroid translate <-15, 10, 0>}

object {Hemisphere   rotate x*70 translate <15, 10, 0> }
//object {Hemispheroid translate <15, 10, 0>}

object {Hemisphere   translate <-15, -10, 0> }
object {Hemispheroid rotate x*70 translate <-15, -10, 0>}

object {Hemisphere   translate <15, -10, 0> }
object {Hemispheroid translate <15, -10, 0>}


//##############################################################################
#declare Quarter =
height_field {
 function 200,200 {
  pattern {
   function {Circle (x, y)}
   // waves scale 0.1
   // turbulence 0.8
  }
 }
 translate -z*1
 /*pigment{ gradient <0,1,0>
 color_map{  [0   color rgb <0, 0, 0>         ]  //Blue
   [1.0 color rgb <1, 1, 1>         ]  //White
  }
 }*/
 scale <10, 5, 10> * 0.5
 rotate x * 0
   }

#declare MedallionFunction =
difference {
 union {
  object {Quarter}
  object {Quarter rotate y*90}
  object {Quarter rotate y*180}
  object {Quarter rotate y*270}
  }
 sphere {0, 1 scale 2 inverse}
 rotate x*90
 texture {Medallion}
}


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.