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How is that technique that you use? I know you've explained it, but I didn't
understand. Could you detail the steps for me please? I want to give it a
try.
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Make a model, any model. Say it's a spaceship and you want to texture it's top
surface. What you need to do is make a box that looks like this:
box {<-100,0,-100>,<100,0,100> pigment {rgb 10}}
You'll need to adust this so the edges of the box line up with the edges of the
model (or are close). Now, render a good quality image with the camera placed
like this:
camera {
location <0,1000,0>
direction 10
look_at 0
}
The idea is to get a nearly orthographic projection.
Once this has rendered, open the file in Photoshop. Select the edges of the
white box and crop. Draw your texture map! It's just like painting on the
hull! Save the file when you are done, and load up povray.
The texture statement should look like this:
texture {pigment {image_map {filetype "filename"}}
scale <200,200,1>
rotate 90*x
translate <-100,0,-100>
}
This assumes that the image map was made looking down from the y direction.
Hope this helps!
--
H.E. Day
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Thanks alot.
and thanks to TonyB for asking the ?
Peter Warren
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H.E. Day wrote:
>
> Make a model, any model. Say it's a spaceship and you want to texture
> it's top surface. What you need to do is make a box that looks like
> this:
>
> box {<-100,0,-100>,<100,0,100> pigment {rgb 10}}
>
> You'll need to adust this so the edges of the box line up with the
> edges of the model (or are close). Now, render a good quality image
> with the camera placed like this:
>
> camera {
> location <0,1000,0>
> direction 10
> look_at 0
> }
>
> The idea is to get a nearly orthographic projection.
>
> Once this has rendered, open the file in Photoshop. Select the edges
> of the white box and crop. Draw your texture map! It's just like
> painting on the hull! Save the file when you are done, and load up
> povray.
>
> The texture statement should look like this:
>
> texture {pigment {image_map {filetype "filename"}}
> scale <200,200,1>
> rotate 90*x
> translate <-100,0,-100>
> }
>
> This assumes that the image map was made looking down from the y
> direction.
>
> Hope this helps!
You could also set the background to white and forget the box.
You can use an orthographic camera, and scale the vectors so that the
entire object is pictured.
// sample code:
camera { orthographic
location ObjectCenter-z*1000
right x*ObjectWidth
up y*ObjectHeight
direction z
}
background { rgb 1 } // full white background
object { MyObject
pigment { rgb .5 } // to provide good contrast
finish { ambient 1 diffuse 0 } // gives good outline
}
// end of sample code
Set the render size to the level of detail you want. Make sure that
the height/width ratio of the image is the same as that of the camera
setting above.
Then proceed with the PhotoLab step above. No need to crop. Make
sure you paint beyond the edge between the grey and the white so that
you completely cover the object.
You can also make a bump_map while you're at it.
Then to texture the object,
// second sample code piece
object { MyObject
texture {
pigment { image_map { tga "myobjpig.tga" } }
normal { bump_map { tga "myobjnor.tga" } }
translate -.5
scale <ObjectWidth,ObjectSizeY,1>
}
}
// end of code sample two
You might want to supply values for ObjectWidth and ObjectHeight
that are slightly larger than the object, just to keep the drawing
away from the edges of the object.
Regards,
John
--
ICQ: 46085459
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Hey, thanks for the additional suggestions, John. They have been duely
noted. :)
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On Sun, 23 Jan 2000 20:47:27 -0800, "H.E. Day" <hed### [at] fcinet> wrote:
>Here's a alien fighter I just finished.
It's perhaps a bit late to comment, but I really like this. I'm not much into space
ships
because they usually draw heavily on hollywood's ideas, but this is different. The
main
features that attract me are the organic shape and the texture. I'm not too sure
about
the markings, although they certainly add to the image. You mention that you have
used
blobs, but I am struggling to see how you went about defining them. Did you use one
of
the blob modellers or what? Whatever, it's very refreshing to see something pretty
original in this genre.
David
----------------------------
dav### [at] cwcomnet
http://www.hamiltonite.mcmail.com
----------------------------
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Nope, no modelers. I used pure Pov-code. I almost never use a modeler when blobbing.
About
Hollywood a slight influence was the movie 5th Element.
Thanks for the comments.
--
H.E. Day
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H.E. Day wrote:
>Draw your texture map! It's just like painting on the
>hull! Save the file when you are done, and load up povray.
>The texture statement should look like this:
<untested>
How about drawing two (or more) different texturemaps and convert them into
a df3 desity file. Use that for texture and you can have a different top
and bottom side pattern on your spacemachine.
</untested>
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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On 30 Jan 2000 03:23:13 -0500, ing### [at] homenl (ingo) wrote:
>H.E. Day wrote:
>
>>Draw your texture map! It's just like painting on the
>>hull! Save the file when you are done, and load up povray.
>>The texture statement should look like this:
>
><untested>
>How about drawing two (or more) different texturemaps and convert them into
>a df3 desity file. Use that for texture and you can have a different top
>and bottom side pattern on your spacemachine.
></untested>
>
>Ingo
Very clever idea! It should work. Good to see someone uses .df3s.
<rolls his sleeves and launches POV>
Peter Popov
pet### [at] usanet
ICQ: 15002700
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