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Following a short thread in p.advanced-users, here is an example of
mapping a height field around a sphere with the pigment function.
Not a new technique per se, just notable for the use of map_type 1 in
the pigment definition (other map types and warps should work). Here the
image map is a text (white fonts on black background).
Source in p.text.scene-files, for Megapov 0.4.
G.
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Attachments:
Download 'hfsphere.jpg' (24 KB)
Preview of image 'hfsphere.jpg'
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From: Mick Hazelgrove
Subject: Re: Demo of spherical height-field (isosurface) 24kb
Date: 8 Feb 2000 11:37:23
Message: <38a04643@news.povray.org>
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Nice!
For info you can do this with a torus too...see arch in Portal
Mick
--
*************************************************************
http://www.minda.swinternet.co.uk/index.htm
*************************************************************
"Gilles Tran" <tra### [at] inapginrafr> wrote in message
news:38A03784.A7BFF3F8@inapg.inra.fr...
> Following a short thread in p.advanced-users, here is an example of
> mapping a height field around a sphere with the pigment function.
> Not a new technique per se, just notable for the use of map_type 1 in
> the pigment definition (other map types and warps should work). Here the
> image map is a text (white fonts on black background).
> Source in p.text.scene-files, for Megapov 0.4.
>
> G.
>
>
>
----------------------------------------------------------------------------
----
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Very neat i am more and more impressed w/ the features of mega and can't wait
till they reach the official version...
Gilles Tran wrote:
> Following a short thread in p.advanced-users, here is an example of
> mapping a height field around a sphere with the pigment function.
> Not a new technique per se, just notable for the use of map_type 1 in
> the pigment definition (other map types and warps should work). Here the
> image map is a text (white fonts on black background).
> Source in p.text.scene-files, for Megapov 0.4.
>
> G.
>
> ------------------------------------------------------------------------
> [Image]
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On Tue, 08 Feb 2000 16:34:29 +0100, Gilles Tran <tra### [at] inapginrafr>
wrote:
>Following a short thread in p.advanced-users, here is an example of
>mapping a height field around a sphere with the pigment function.
>Not a new technique per se, just notable for the use of map_type 1 in
>the pigment definition (other map types and warps should work). Here the
>image map is a text (white fonts on black background).
>Source in p.text.scene-files, for Megapov 0.4.
>
>G.
A piece of advice for those who haven't figured it out themselves.
Using interpolation on the image_map reduces render times a really
great deal (makes finding the isosurface gradient easier).
Peter Popov
pet### [at] usanet
ICQ: 15002700
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From: David Fontaine
Subject: Re: Demo of spherical height-field (isosurface) 24kb
Date: 8 Feb 2000 17:15:41
Message: <38A09538.215BBB8@faricy.net>
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So now if I could find a way to remap a sphere back to normal x,y,z
coordinates I could render image maps to smulate normal displacement. (Make a
sphere with a certain pigment, but remap the pigment so the surface of the
sphere is on a plane so that if you render that plane and map it to a sphere
you get the original result)
--
___ ______________________________________________________
| \ |_ <dav### [at] faricynet> <ICQ 55354965>
|_/avid |ontaine http://www.faricy.net/~davidf/
"Sitting on a cornflake, waiting for the van to come" -Beatles
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David Fontaine wrote:
>So now if I could find a way to remap a sphere back to normal x,y,z
>coordinates I could render image maps to smulate normal displacement.
Spherical camera in MegaPov.
Put it inside a sphere.
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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From: SamuelT
Subject: Re: Demo of spherical height-field (isosurface) 24kb
Date: 8 Feb 2000 22:44:02
Message: <38A0E4D0.5B72455@aol.com>
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I did that, it works very, very good. I made a half-way decent asteroid
earlier doing that.
ingo wrote:
> David Fontaine wrote:
>
> >So now if I could find a way to remap a sphere back to normal x,y,z
> >coordinates I could render image maps to smulate normal displacement.
>
> Spherical camera in MegaPov.
> Put it inside a sphere.
> Ingo
>
> --
> Photography: http://members.home.nl/ingoogni/
> Pov-Ray : http://members.home.nl/seed7/
--
Samuel Benge
E-Mail: STB### [at] aolcom
Visit the still unfinished isosurface tutorial:
http://members.aol.com/stbenge
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ingo wrote:
> David Fontaine wrote:
>
> >So now if I could find a way to remap a sphere back to normal x,y,z
> >coordinates I could render image maps to smulate normal displacement.
>
> Spherical camera in MegaPov.
> Put it inside a sphere.
> Ingo
So many features so little time!
It will be nice when all this stuff gets into official v3.5 or 4.0 and the
tutorial section covers it!
--
___ ______________________________________________________
| \ |_ <dav### [at] faricynet> <ICQ 55354965>
|_/avid |ontaine http://www.faricy.net/~davidf/
"Sitting on a cornflake, waiting for the van to come" -Beatles
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From: Thomas Lake
Subject: Re: Demo of spherical height-field (isosurface) 24kb
Date: 9 Feb 2000 01:22:28
Message: <38A05F9C.8CEBA572@home.com>
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And I thought Diablo II is a long wait. Pov-Ray 4.0! Don't hold your breath!
David Fontaine wrote:
> ingo wrote:
>
> > David Fontaine wrote:
> >
> > >So now if I could find a way to remap a sphere back to normal x,y,z
> > >coordinates I could render image maps to smulate normal displacement.
> >
> > Spherical camera in MegaPov.
> > Put it inside a sphere.
> > Ingo
>
> So many features so little time!
> It will be nice when all this stuff gets into official v3.5 or 4.0 and the
> tutorial section covers it!
>
> --
> ___ ______________________________________________________
> | \ |_ <dav### [at] faricynet> <ICQ 55354965>
> |_/avid |ontaine http://www.faricy.net/~davidf/
>
> "Sitting on a cornflake, waiting for the van to come" -Beatles
--
Come visit my web site:-) : http://www.geocities.com/~thomaslake/
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David Fontaine wrote:
>
> So now if I could find a way to remap a sphere back to normal x,y,z
> coordinates I could render image maps to smulate normal displacement. (Make a
> sphere with a certain pigment, but remap the pigment so the surface of the
> sphere is on a plane so that if you render that plane and map it to a sphere
> you get the original result)
>
You may have a look at some patched Warp I made,
at http://www.altern.org/grimbert/pov/
There is not only a sphere, but a cylinder, a cone and a torus
(each time in both direction)...
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