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I have a simple procedural texture that I want to include in a layered texture
definition (agate with a simple color map).
Agate is 3D, and doesn't quite give me the sort of look I want - I think it
would look much better wrapped around the surface of my object. A simple box
looks pretty close to what I want.
Is there a way to define a texture, and include that directly into a uv-mapped
texture definition without going through the whole rendering to a file and then
pulling the image back in for the uv-mapping?
As always, thanks.
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On 28/07/2016 8:19 PM, Bald Eagle wrote:
>...
> Is there a way to define a texture, and include that directly into a uv-mapped
> texture definition without going through the whole rendering to a file and then
> pulling the image back in for the uv-mapping?
>
> As always, thanks.
>
>
Snip from docs;
3.4.7.1.12.2 Function Image
pigment {
image_map {
function 10,10 {
pigment { checker 1,0 scale .5 }
}
}
Some uses include creating heightfields from procedural textures or
wrapping a slice of a 3d texture or function around a cylinder or
extrude it along an axis.
Stephen S
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Am 29.07.2016 um 02:19 schrieb Bald Eagle:
>
> Is there a way to define a texture, and include that directly into a uv-mapped
> texture definition without going through the whole rendering to a file and then
> pulling the image back in for the uv-mapping?
Absolutely. It's as simple as adding the `uv_mapping` keyword to the
object. POV-Ray will take the XY plane of whatever texture you choose,
image-based or otherwise.
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clipka <ano### [at] anonymousorg> wrote:
> Absolutely. It's as simple as adding the `uv_mapping` keyword to the
> object. POV-Ray will take the XY plane of whatever texture you choose,
> image-based or otherwise.
Very nice. Thank you both, Stephen and clipka.
I'm unaccustomed to coding complex textures, and would to mix standard textures
with uv-mapped ones. I would assume that may be possible as well, but I just
spent the whole day moving very heavy stuff in 90 F weather (32.2 C) and I
cannot brain.
How do I construct my texture statement to apply a standard procedural texture,
and then layer a uv-mapped texture over that?
Thanks
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Am 29.07.2016 um 23:37 schrieb Bald Eagle:
> How do I construct my texture statement to apply a standard procedural texture,
> and then layer a uv-mapped texture over that?
Unfortunately /that/ is currently not possible.
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