POV-Ray : Newsgroups : povray.general : uv mapping triangles in mesh {} : Re: uv mapping triangles in mesh {} Server Time
19 Apr 2024 06:54:34 EDT (-0400)
  Re: uv mapping triangles in mesh {}  
From: Bald Eagle
Date: 24 Mar 2023 06:40:00
Message: <web.641d7d08eebe912c1f9dae3025979125@news.povray.org>
Josh English <Jos### [at] joshuarenglishcom> wrote:

> I added the uv_mapping keyword to the Test texture and got the following
> result.
>
> IS this what you're looking for?

It IS!

Thanks, Josh.   That would have driven me crazy.
I'm not sure I would have ever found that, unless I resorted to blind "try
everything" mode.  I normally associate uv_mapping with some sort of object
instantiation, as in "use uv_mapping to apply whatever texture, instead of the
normal mode".  Instead, it looks like I'm having to use uv_mapping as the first
argument in the texture definition itself, before the pigment {} statement.

I honestly can't say that I've ever seen this before, or actually noticed this
for what it was.   Great catch.


Kenneth and Thomas - the object pattern does not use the intersection of 2
objects.  It partitions space between inside and outside of an object.  So I can
make a texture appear in the shape of an object, or everywhere _but_ where the
object is, or texture the object's 3D space in one way, and the space around it
in another.   Or layer that concept, as TdG and I have done in past scenes.

And you definitely are catching on to where I'm going with that.  ;)

- BW




(Note, the clipping of the torus is due to it being placed for proper
positioning in the 1st and 3rd triangles, so it gets clipped in the middle one.)


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