POV-Ray : Newsgroups : povray.general : uv mapping triangles in mesh {} : Re: uv mapping triangles in mesh {} Server Time
22 May 2024 22:30:09 EDT (-0400)
  Re: uv mapping triangles in mesh {}  
From: Thomas de Groot
Date: 26 Mar 2023 08:02:56
Message: <64203470$1@news.povray.org>
Op 25-3-2023 om 23:33 schreef Bald Eagle:
> So, after I figured out that the basic mechanism of the uv_mapping was going to
> work out the way that I wanted, I figured I'd give some Japanese kumiko a try.
> 
> I converted some of:
> https://github.com/BorisTheBrave/grids/blob/main/src/updown_tri.py
> But perhaps have to figure out how to mimic a python yield directive in SDL -
> maybe TOK has some ideas on that.
> Then I worked out a bunch of ternary diagram macros and made sure that was
> working out ok.
> 
> Then I started making some of the patterns, hit a few snags, then tried to get
> partial lines running from a vertex across the triangle, and --- that's when I
> lost my mind.  I'll take tensor calculus any day over the simple stuff  :D
> I found this:
> https://medium.com/@deltaplotware/ternary-diagrams-in-chemistry-6c608ae5137b
> showing the constant composition lines, but I haven't worked it out yet.
> 
> Anyway, here's the development doodles to give you an idea of where this is
> going, once it gets organized.   I think the end goal is to be able to scan an
> image and use the color data to put the appropriate kind of pattern in the
> triangular pixel.  Kind of like an ASCII art, eval_pigment, halftone thing - but
> made of 100,000 little pieces of wood.
> 
Phew... I need to ponder this a bit more but this leads to very 
interesting potential possibilities. I have experience with eval_pigment 
to do this kind of thing, but this is just a bit smarter. Well done so far.

-- 
Thomas


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