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In article <eric.medlin-8CEC8E.09331923032004@news.povray.org> , Eric Medlin
<eri### [at] ipapercom> wrote:
> My understanding is uv mapping allows you to map vertex coord. to points
> on a texture. I have used them before in opengl, povray, and different
> modeling programs. A full sample scene is provide below. By removing
> the uv_mapping you will see the scale changes. I don't think it should
> though because the patterns used for the normal maps are a function of
> the 3d space they are in and that does not change.
It does, and for a box it is explained in the manual using a nice image.
Taking a look at it <http://www.povray.org/documentation/images/boxmap.png>
clearly shows how a one by one unit is mapped onto the box, and if you
render your scene with a checker pattern and a 0.1 scale (see scene below),
you will notice that POV-Ray functions exactly as expected.
> I didn't have any reason to use a jpeg. I just used it.
> Why is it a bad choice? Compress artifacts? Anyway here is a sample
> scene that shows my problem.
Yes, if you want a map with precise borders (it appears you want that
because you only have two different types of patterns), then artifacts at
those borders could get into your way. I would use a grayscale PNG for
this.
Thorsten
light_source
{
<5, 5, -5>, rgb <1, 1, 1>
}
camera
{
perspective
location <1, 0, -1>
sky <0, 1, 0>
direction <0, 0, 1>
right <1.3333, 0, 0>
up <0, 1, 0>
look_at <0, 0, 0>
}
box
{
<-0.5, -0.5, -0.5>, <0.5, 0.5, 0.5>
texture
{
normal
{
uv_mapping image_pattern{tga "mask.tga"}
//image_pattern{tga "mask.tga"}
normal_map { [ 0.5 checker ] }
scale 0.1
}
pigment
{
color rgb <1, 1, 1>
}
}
scale 1
rotate <0, 0, 0>
translate <0, 0.5, 0.5>
}
box
{
<-0.5, -0.5, -0.5>, <0.5, 0.5, 0.5>
texture
{
normal
{
checker
scale 0.1
}
pigment
{
color rgb <1, 1, 1>
}
}
scale 1
rotate <0, 0, 0>
translate <0, -0.5, 0.5>
}
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