POV-Ray : Newsgroups : povray.advanced-users : how to do ultra-hi-res image_mapping on a sphere? : Re: how to do ultra-hi-res image_mapping on a sphere? Server Time
28 Jul 2024 20:20:19 EDT (-0400)
  Re: how to do ultra-hi-res image_mapping on a sphere?  
From: Fabien Mosen
Date: 20 Dec 2003 14:37:48
Message: <3fe4a50c$1@news.povray.org>
Fabien Mosen wrote:
> Erhard Ducke wrote:
> 
>> So NOT the whole giant bitmap is used but only a fragment that should be
>> patched over the lo-res bitmap.
> 
> 
> I did a macro some time ago which does that...  I'll try to find it, but
> it must be buried in the disorganized mess of my hard drive...

Well, no SO disorganized, I found it !  Here's a complete sample scene
with the relevant #macro :

usage : with some software, determine, in percent starting from upper
left, which are the limits of the frame you want from the image.

Then, use the macro like this :
(in place of a sphere's pigment definition)

PartialSphereMap (
  sphere radius,
  "image name",
  PL, //first line
  DL, //last line
  PC, //first column
  DC  //last column
  )

It isn't *exactly* what you need (since it loads all
the image), but the basis is the same.

Fabien.

//--------------------------------------------------------
#include "colors.inc"

camera {location <50,50,50> look_at 0 angle 50}

#local SphereRadius = 20;

#macro PartialSphereMap (SRadius,NomImage,PL,DL,PC,DC)
  pigment {image_map {jpeg NomImage once} scale <DC-PC,DL-PL,1> 
translate <PC,PL,0>
   warp {
   spherical orientation z dist_exp 0.1
   }
   scale SRadius
  }
#end

sphere {
  0,20
  PartialSphereMap (SphereRadius,"myimage.jpg",0.1,0.9,0.1,0.9)
}

light_source {<200,300,400> White*2}
//--------------------------------------------------------


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