POV-Ray : Newsgroups : povray.binaries.images : Applying textures to a spherical heightfield section afterwards? : Re: Applying textures to a spherical heightfield section afterwards? Server Time
27 Apr 2024 05:50:11 EDT (-0400)
  Re: Applying textures to a spherical heightfield section afterwards?  
From: Le Forgeron
Date: 12 Sep 2020 05:51:31
Message: <5f5c9a23$1@news.povray.org>
Le 12/09/2020 à 02:14, Jörg "Yadgar" Bleimann a écrit :
> Hi(gh)!
> 
> Meanwhile, the process of generating POVEarth heightfields from ASTER
> data tiles runs pretty fine... but: as currently, the texture is a part
> of the generated mesh2 script, whenever I want to change the texture
> itself, I have to generate a new mesh2 script - and they are 3 gigabytes
> large! Is there a chance to apply the surface texture (which is a 240 x
> 240 pixel section from NASA's huge "Blue Marble" mosaics for each square
> degree tile) after the creation of the mesh2 without using the whole
> "Blue Marble" mosaic? Or, to be more precise, can I constrain an
> image_map to a certain region of a sphere?
> 
> See you in Khyberspace!
> 
> Yadgar

Did you look at uv-mapping ?

script generates the mesh2 with uv-coordinates of the points, and
"later", you provide the texture/pigment as an image.

The range of uv for the script is very small (as the whole earth would
use 0-1 x 0-1 .


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