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> I think you are confused about what uv-mapping does and what not. Please
> read section "6.7.7 UV Mapping" of the manual. As you do not provide a full
> scene, nobody cannot help you better because the uv-mapping depends on the
> object type as described in the manual. The image-pattern is always one by
> one (by one) unit in space, while your uv-vectors may very well be
> different. Without a small but complete scene or at least knowing the
> object type, one cannot help you!
>
> Another thing I don't really understand is why you are using a JPEG
> image-pattern ... it does not make much sense to use a JPEG for this at all.
>
> Thorsten
>
> ____________________________________________________
> Thorsten Froehlich, Duisburg, Germany
> e-mail: tho### [at] trfde
>
> Visit POV-Ray on the web: http://mac.povray.org
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. The only think that
changes is the mapping for the image_pattern that tells which normal map
to apply where. You will need to make a simple mask.tga file for the
image pattern. 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.
light_source {
<5, 5, -5>, rgb <1, 1, 1>
}
global_settings {
assumed_gamma 1.5
}
camera {
perspective
location <0, 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"}
turbulence <0, 0, 0>
normal_map {
[ 0.5 bozo
scale 0.02
]
[ 0.5 quilted
scale 0.02
]
}
}
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 {
bozo
scale 0.02
}
pigment {
color rgb <1, 1, 1>
}
}
scale 1
rotate <0, 0, 0>
translate <0, -0.5, 0.5>
}
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