POV-Ray : Newsgroups : povray.general : Rendering meshes with unique color per face : Re: Rendering meshes with unique color per face Server Time
2 Nov 2024 13:19:18 EDT (-0400)
  Re: Rendering meshes with unique color per face  
From: "Jérôme M. Berger"
Date: 29 Feb 2004 04:59:17
Message: <4041b7f5$1@news.povray.org>
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	I'm not sure that I understand. I rendered the source you provided
(replacing the color values by 1/12 to 12/12 in order to get colors that
are different enough to be visible) and each face was colored differently.

		Jerome

Marc Ellenrieder wrote:
| Hi,
|
| I'm trying to render a PovRay mesh with different colors for each
face. The
| colors are numbered from 0 to NumberofFaces.I have split up the
| color-number longint value into three bytes for each RGB color. So the
| first face gets the color <0 , 0, 1/255>, the second <0,0,2/255>, the
256th
| face the color <0, 1/255,0> and so on.
|
| Basically, the idea is to know in the final image, which face is
visible in
| a particular pixel by using the color value as an index.
|
| Now I have the problem, that I am not able to tell PovRay to perform no
| shading. That results in a problem, as PovRay renders neighbouring faces
| with e.g. color 1 and 2 in the same color. Thus I am no longer able to
| differntiate between the faces in the image.
|
| I tried to turn off all anti-aliasing, buffering etc. and even tried to
| render with -Q0. The result was, that I got unique colors per face but now
| the color-value did no longer correspond to the face number.
|
| What more can I do? Is PovRay the right tool to use for this task?
|
| I have attached a sample .pov file and the command line I used to this
| message. Any suggestions are welcome.
|
|     Thank you,
|
|         Marc
|
|
| povray +Imodel.pov +O model.bmp +W640 +H480 -A -UL -UV -Q0
|
|
==============================================================================

|
| // a simple cube
|
| #declare model = mesh2 {
|
| vertex_vectors {
|    8
|    < +2972.72000 , -2972.71900 , -2972.72000 >
|    < +2972.72000 , +2972.72000 , -2972.72000 >
|    < -2972.72000 , +2972.71900 , -2972.72000 >
|    < -2972.71900 , -2972.72100 , -2972.72000 >
|    < +2972.72100 , -2972.71800 , +2972.72000 >
|    < -2972.71900 , -2972.72000 , +2972.72000 >
|    < -2972.72100 , +2972.71900 , +2972.72000 >
|    < +2972.71800 , +2972.72100 , +2972.72000 >
|     }
| texture_list {
|    12
|    texture{pigment{rgb <0,0,3.921569e-003>}}
|    texture{pigment{rgb <0,0,7.843137e-003>}}
|    texture{pigment{rgb <0,0,1.176471e-002>}}
|    texture{pigment{rgb <0,0,1.568627e-002>}}
|    texture{pigment{rgb <0,0,1.960784e-002>}}
|    texture{pigment{rgb <0,0,2.352941e-002>}}
|    texture{pigment{rgb <0,0,2.745098e-002>}}
|    texture{pigment{rgb <0,0,3.137255e-002>}}
|    texture{pigment{rgb <0,0,3.529412e-002>}}
|    texture{pigment{rgb <0,0,3.921569e-002>}}
|    texture{pigment{rgb <0,0,4.313725e-002>}}
|    texture{pigment{rgb <0,0,4.705882e-002>}}
|     }
| face_indices {
|    12
|    <   0 ,   1 ,   2 >,0
|    <   2 ,   3 ,   0 >,1
|    <   4 ,   5 ,   6 >,2
|    <   6 ,   7 ,   4 >,3
|    <   0 ,   4 ,   7 >,4
|    <   7 ,   1 ,   0 >,5
|    <   1 ,   7 ,   6 >,6
|    <   6 ,   2 ,   1 >,7
|    <   2 ,   6 ,   5 >,8
|    <   5 ,   3 ,   2 >,9
|    <   4 ,   0 ,   3 >,10
|    <   3 ,   5 ,   4 >,11
|     }
| }
| camera {
|         perspective
|         location  < -5352.586, -50926.453, +5382.069 >
|         direction < +0.104, +0.989, -0.105 >
|         up        < +0.011, +0.103, +0.989 >
|         sky       < +0.011, +0.103, +0.989 >
|         right     < +0.989, -0.104, +0.000 >
|         angle     7.772
|        }
|
| background { color rgb <1, 1, 1> }
|
| global_settings { assumed_gamma 1.0 ambient_light rgb <1, 1, 1> }
|
| // Show the model
|
| model
|
|
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