POV-Ray : Newsgroups : povray.advanced-users : Make moon ground like tiled textures : Re: Make moon ground like tiled textures Server Time
20 Apr 2024 08:26:05 EDT (-0400)
  Re: Make moon ground like tiled textures  
From: Warren
Date: 13 Aug 2022 07:20:00
Message: <web.62f7886b7a9453dc68fd1a5de756b296@news.povray.org>
William F Pokorny <ano### [at] anonymousorg> wrote:
> On 8/7/22 07:04, Warren wrote:
> > Hello/Hi
> >
> > I'm currently trying to make moon ground textures that would fit perfectly for
> > tile mapping
>
> Unsure exactly what you are after, but a quick way to tile any 3D
> texture is to use warp's repeat and flip as modifiers to the pattern.
>
> warp { repeat x flip x }
> warp { repeat y flip y }
> warp { repeat z flip z }
>
> If you want to tile any existing image used as a planar image map you'd
> use just:
>
> warp { repeat x flip x }
> warp { repeat y flip y }
>
> You can implement other kinds of tiling, but there it comes to working
> out the details yourself.
>
> Bill P.

Your technique/hint works like a charm (with some adaptation), thank you very
much for your help William ;-D .

Here is the final code to make a tile texture (for those interested):
The 'scene.pov' file:
#version 3.7;

global_settings{ assumed_gamma 1.0 }

#declare ViewWidth = 2;
#declare WidthNumber = 6;
#declare HeightNumber = 3;
#declare FinalWidth = ViewWidth * WidthNumber;
#declare FinalHeight = ViewWidth * HeightNumber;

camera{
    orthographic
    location < FinalWidth / 2, 100, FinalHeight / 2 >
    look_at < FinalWidth / 2, 0, FinalHeight / 2 >
    sky z
    direction -100 * y
    right FinalWidth * x
    up FinalHeight * z
}

light_source{ < 1, 2, 1 > * 1000 color srgb 1 }

//Include file to get colors for the rendered texture ( GrayGroundCol and
MarsCol colors )
#include "../../../../includes/colorsMercenaires.inc"

#declare ColorArray = array[2]{ GrayGroundCol, MarsCol }

#declare PlaneFunc = function{ y }

#declare WrinklesFunc = function{ pattern{ wrinkles
                                           warp{ repeat FinalWidth * x flip
FinalWidth * x }
                               warp{ repeat FinalHeight * z flip FinalHeight * z
}
                      }
            }

#declare IsoGround =
isosurface{
 function{ PlaneFunc(x,y,z)
   - WrinklesFunc(x,y,z) * 0.25
 }
 max_gradient 2
    accuracy 0.001
    contained_by{ box{  < -FinalWidth * 2, -1, -FinalHeight * 2 >,
                        < FinalWidth * 2, 0.25, FinalHeight * 2 > } }
}

object{ IsoGround pigment{ ColorArray[ColorIndex] } }
------------------------------------------
And finally the ini file:

+Iscene.pov
+W384
+H192
+a0.3
+OoutputImage.png
Declare=ColorIndex=0
; can be 1 instead of 0 too, according to the color index in color array

-------------------------------------------
The final image is exactly what I wanted for a video game (i.e: perfect for tile
mapping).


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Attachments:
Download 'graylargetile.png' (73 KB)

Preview of image 'graylargetile.png'
graylargetile.png


 

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