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3d751704@news.povray.org...
> Basically, think of it as 3d solid mapping that stick to the surface
> when it moves. Most useful for animations of course.
OK I understand better what you mean.
I suppose that for the usual mesh-based modellers and renderers, it's not
really a problem of uv-mapping, but a question of defining the right map by
plotting the right pigment at the right place. I guess that the various 3D
painting software have a feature that lets the user define a 3D procedural
texture, run it through a 3D object and then create the map accordingly.
Perhaps that's the way it's solved usually, or perhaps it's considered as a
minor issue to be solved by usual 2D mapping techniques... I don't know so I
can't elaborate on this.
Now in the case of procedural mapping done in POV-Ray, such 3D uv coordinate
system would make actually sense for animations like your animated statue
scenario, once a POV-Ray mesh animation feature exists that can take full
advantage of it, that is... Seems a very long shot to me, but well, why not.
G.
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