POV-Ray : Newsgroups : povray.binaries.images : Reaching (1 image ~23kb) : Re: Got it to work! (attached image ~23kb) Server Time
16 Aug 2024 18:15:51 EDT (-0400)
  Re: Got it to work! (attached image ~23kb)  
From: Dayv
Date: 12 Jan 2002 20:00:14
Message: <3c40dc1e@news.povray.org>
hmm...

maybe I'll try editing the tiff file (and converting it to another format so
POV-Ray can read it.) to a stony texture and try it that way.

Back to the pov'ing board. . .
Sigh.  I may never have a social life again. . .
:)

-Dayv

"Batronyx" <bat### [at] alliancecablenet> wrote in message
news:3c40d7d4$1@news.povray.org...
> > It's not a mesh 2.  Just a regular mesh.  I figured out what the problem
> > was.  The .inc file generated by PoseRay included uv_mapping that I
thought
> > I had commented out. I didn't want to use the texure supplied by Poser
> > anyway.  The texturing was done in an "object" statement in the .pov
file.
> > I renedered the scene in both 3.5 and megapov 0.7 and got the same
results.
> > It wasn't until I tried rendering with 3.1 that I found I had missed a
bunch
> > of uv_mapping tags.  When I removed those everything worked fine!
>
> I forgot about the new uv_mapping abilities of the regular mesh. I guess
it
> happens there too.
>
> >  I guess
> > normals and uv_mapping don't get along well?  I've never used uv_mapping
at
> > all so I have no idea.
> >
>
> I'm no expert myself, but I would expect that the image the uv coords map
into
> is declared as a texture statement somewhere. I would also therefore
expect one
> could add a normal statement there to get bumps. I would also expect that
for
> good results, it should probably be based on another image(grayscale) but
> anything there should produce something bumpy.
>
> I'll have to give it try later. I'm going to need to know all of this soon
> anyway.
>
> > Thanks.  Now that I've got the normal to work, I'm going to fine tune it
> > 'till I like the way it looks!
> >
> Keep pluggin! :)
>
>
> --
> light_source{0,1}#macro c(J,a)sphere{0,1pigment{rgb z}scale a translate
J+O}
> #end#macro
B(R,V,O)c(0,4)intersection{c(V,R)difference{c(-z*4x+10)c(-z*4.1x+
> 10)c(0<7.5,45,5>)}}#end B(12,0z*25)B(8y*4<0,12,50>)          // Batronyx
^"^
>
>


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