POV-Ray : Newsgroups : povray.general : uv mapping triangles in mesh {} : Re: uv mapping triangles in mesh {} Server Time
31 Oct 2024 19:39:33 EDT (-0400)
  Re: uv mapping triangles in mesh {}  
From: Bald Eagle
Date: 26 Mar 2023 14:40:00
Message: <web.64209154eebe912c1f9dae3025979125@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> Phew... I need to ponder this a bit more but this leads to very
> interesting potential possibilities. I have experience with eval_pigment
> to do this kind of thing, but this is just a bit smarter. Well done so far.

Well, what we're doing is instead of just using the underlying pigment value
returned by eval_pigment directly, we're using that color or grayscale value to
choose a shape that represents that "brightness".

You can do it with text (ASCII art), I've done it with the halftone project
using holes of different sizes (I _cannot_ find the thread), and here I'm going
to try it with the patterns filling the triangles.

I got some sleep, got my head screwed on straight, figured out the
constant-ratio lines, and that got me a bit further along on pattern
development.

Now I'm again a little stuck on lines perpendicular to edges, and that also
hinted that maybe somewhere in the code I have a few things switched around.   I
have to check once get all the code written, and it could just be a matter of
swapping #cases of a #switch block.

Anyhow,  I have most of what I wanted to do completed.  I also noticed the
overall impression of the assembled patterns is very different depending on
color choice.  I'll likely have to finish working through the triangle grid code
to get that all properly converted so that I can rotate triangles, select the
triangles that fill a rectangle, etc.

All in all, not bad for a weekend of coding.


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