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"Peter Popov" wrote:
> "Rune" wrote:
>
> >Why do the UV vectors in mesh2 only accept UV vectors?
> >It may sound like a stupid question put like that, but
> >I really see no reason whatsoever why I can't define my
> >UV-triangles in 3D space. I think it's a great and very
> >annoying limitation.
>
> UV mapping is used to map a 2D texture onto a 3D mesh. I
> know POV textures are 3D and one might want to take
> advantage of that, but tell this to the image-map geek
> types who made up UV mapping ;)
The mesh2 syntax could be changed to accept xyz vectors as well as uv
vectors. I see no reason not to do it.
> Maybe you can use a matrix transform to map the 3D texture
> to the XY plane and then use a UV vector on it... just a
> suggestion.
I originally did "UV-mapping" using matrixes to transform textures for the
individual triangles in a regular mesh, but this required me to remove the
mesh{} block around the triangles, which of course was a great disadvantage,
as the triangles were then not optimised anymore.
So I wanted to use mesh2 instead as it had internal UV-support. I didn't
know it accepted UV-vectors only. Now, if I have to use matrixes again to
get the desired result, I'm back where I started. I have to use a bunch of
unoptimised triangles. Which is not an acceptable solution for me. :(
Rune
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