POV-Ray : Newsgroups : povray.advanced-users : 3D uv mapping of bezier patches : Re: 3D uv mapping of bezier patches Server Time
2 May 2024 12:00:30 EDT (-0400)
  Re: 3D uv mapping of bezier patches  
From: Bald Eagle
Date: 22 Jun 2016 16:45:00
Message: <web.576af820e975129580403a200@news.povray.org>
I did find this:

8.6.4. Other changes related to UV mapping

Author: Nathan Kopp
Modified (4 corners for bicubic_patch) by: Mike Hough

I've added a new keyword, uv_vectors. This keyword can be used in bicubic
patches (type 0, 1, 2 and 3) to set the UV coordinates for each of the four
corners of the patch. This goes right after the control points and right before
the texture. The default is

uv_vectors <0,0>,<1,0>,<1,1>,<0,1> // syntax is "uv_vectors
<corner1>,<corner2>,<corner3>,<corner4>"
If you had another patch sitting right next to this (as happens often with
sPatch or Moray), you could map the exact same texture to it but use something
like

uv_vectors <1,0>,<2,0>,<2,1>,<1,1> // syntax is "uv_vectors
<corner1>,<corner2>,<corner3>,<corner4>"
(depending on which side of this patch the other is on) so that the two textures
fit seamlessly together.

(see inline image at  http://www-f9.ijs.si/~matevz/docs/MegaPov/megapov.html)

I'll have to a lot of experiments and see what I can figure out.


Post a reply to this message

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