POV-Ray : Newsgroups : povray.binaries.images : Sphere sweep woes : Re: Sphere sweep woes Server Time
9 Aug 2024 11:26:54 EDT (-0400)
  Re: Sphere sweep woes  
From: Mike Williams
Date: 21 Feb 2005 15:30:30
Message: <OTcQbCAXPkGCFwiJ@econym.demon.co.uk>
Wasn't it Tim McMurdo who wrote:
>Back to modelling on the ship. I was referencing some photos of actual ships
>rigging when I noticed that rope comes in many shades depending on the wear
>and age of the rope (I am guessing). SO I thought I would revisit the macro
>that piles loops of rope on the belaying pins and have it vary the shade of
>the rope randomly withing a given range. That seems to work out pretty
>well, however...I don't like the fact that the texture does not follow the
>sphere sweep, but is applied to the entire sphere sweep after the fact. I
>can not find a fix for this in the documents. Does anybody know if there is
>a fix?

Sphere sweeps don't currently support uv_mapping. You could replace the
sphere sweep with a mesh, which can be uv_mapped. The SweepSpline macro,
which can currently be found at the bottom of this page
 <http://www.econym.demon.co.uk/isotut/more.htm>
will do the job. Use your existing spline as the "U" Spline, a closed
circular spline as the "V" Spline cross section, and a linear spline of
constant width as the "W" Spline, since the width of the rope doesn't
vary.

-- 
Mike Williams
Gentleman of Leisure


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.