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H.E. Day wrote:
>
> Make a model, any model. Say it's a spaceship and you want to texture
> it's top surface. What you need to do is make a box that looks like
> this:
>
> box {<-100,0,-100>,<100,0,100> pigment {rgb 10}}
>
> You'll need to adust this so the edges of the box line up with the
> edges of the model (or are close). Now, render a good quality image
> with the camera placed like this:
>
> camera {
> location <0,1000,0>
> direction 10
> look_at 0
> }
>
> The idea is to get a nearly orthographic projection.
>
> Once this has rendered, open the file in Photoshop. Select the edges
> of the white box and crop. Draw your texture map! It's just like
> painting on the hull! Save the file when you are done, and load up
> povray.
>
> The texture statement should look like this:
>
> texture {pigment {image_map {filetype "filename"}}
> scale <200,200,1>
> rotate 90*x
> translate <-100,0,-100>
> }
>
> This assumes that the image map was made looking down from the y
> direction.
>
> Hope this helps!
You could also set the background to white and forget the box.
You can use an orthographic camera, and scale the vectors so that the
entire object is pictured.
// sample code:
camera { orthographic
location ObjectCenter-z*1000
right x*ObjectWidth
up y*ObjectHeight
direction z
}
background { rgb 1 } // full white background
object { MyObject
pigment { rgb .5 } // to provide good contrast
finish { ambient 1 diffuse 0 } // gives good outline
}
// end of sample code
Set the render size to the level of detail you want. Make sure that
the height/width ratio of the image is the same as that of the camera
setting above.
Then proceed with the PhotoLab step above. No need to crop. Make
sure you paint beyond the edge between the grey and the white so that
you completely cover the object.
You can also make a bump_map while you're at it.
Then to texture the object,
// second sample code piece
object { MyObject
texture {
pigment { image_map { tga "myobjpig.tga" } }
normal { bump_map { tga "myobjnor.tga" } }
translate -.5
scale <ObjectWidth,ObjectSizeY,1>
}
}
// end of code sample two
You might want to supply values for ObjectWidth and ObjectHeight
that are slightly larger than the object, just to keep the drawing
away from the edges of the object.
Regards,
John
--
ICQ: 46085459
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