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On Mon, 26 May 2003 08:41:36 -0700, Gena Obukhov wrote:
> Steve wrote:
>
>> Off the top of my head, create your 8 segment section, texture it and
>> then rotate/translate, that way you'll have the same part of the image
>> map on all secitons. That's if I understand the problem correctly.
>
> Spherical mapping wraps the whole texture (8 sections) around the whole
> object (32 sections). So using your approach you have to make texture
> for 32 sections with transparent 24 sections and make layered texture
> (4 layers) rotating that texture 4 times. I thought maybe there is another
> way around.
>
> Gena.
>
No I don't think I understand what you're trying to do.
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New version with some details.
Added wooden posts and changed light source position.
The source is in p.b.s.-f.
Gena.
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Attachments:
Download 'capriccio.jpg' (90 KB)
Download 'capriccio1.jpg' (56 KB)
Preview of image 'capriccio.jpg'
![capriccio.jpg](/povray.binaries.images/attachment/%3C3ED2EA5A.8B1A6A%40mail.com%3E/capriccio.jpg?preview=1)
Preview of image 'capriccio1.jpg'
![capriccio1.jpg](/povray.binaries.images/attachment/%3C3ED2EA5A.8B1A6A%40mail.com%3E/capriccio1.jpg?preview=1)
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Steve wrote:
> No I don't think I understand what you're trying to do.
Here is the problem. I'm making image map for the dome
and I'll use spherical mapping. When you use spherical mapping
you have to make the image which covers the whole object.
There is no way to use 'once' keyword and cover just a part
of the object. It doesn't work for the spherical mapping.
But detailed image for the whole objects is so huge that
I have out of memory message (384 Mb RAM in my machine).
That's why I was wondering if there is any way to use just
a map for 8 sections and duplicate it somehow for the rest
24 sections (32 sections total).
Gena.
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On Mon, 26 May 2003 21:42:05 -0700, Gena Obukhov <obu### [at] mail com> wrote:
> Here is the problem. I'm making image map for the dome
> and I'll use spherical mapping. When you use spherical mapping
> you have to make the image which covers the whole object.
> There is no way to use 'once' keyword and cover just a part
> of the object. It doesn't work for the spherical mapping.
> But detailed image for the whole objects is so huge that
> I have out of memory message (384 Mb RAM in my machine).
> That's why I was wondering if there is any way to use just
> a map for 8 sections and duplicate it somehow for the rest
> 24 sections (32 sections total).
You can use image with 'once', scale it down to fit your section unrolled into
<0,0,0>-<1,1,0> area, and then use spherical warp. Then you can duplicate
sections with layered textures. Similiar method was recently described by me in
a thread: http://news.povray.org/povray.newusers/31686/ with working example. I
hope it could work for you.
ABX
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ABX wrote:
> You can use image with 'once', scale it down to fit your section unrolled into
> <0,0,0>-<1,1,0> area, and then use spherical warp. Then you can duplicate
> sections with layered textures. Similiar method was recently described by me in
> a thread: http://news.povray.org/povray.newusers/31686/ with working example. I
> hope it could work for you.
Thanks a lot! That's exactly what I need. Does POV-Ray take memory only
for one map in this case ?:
#local DomeMap = pigment{
image_map{jpeg "cathedral/dome1.jpg" once}
scale<1/4, 1/2, 1/4>
translate y*0.5
warp{spherical}
};
sphere {
0, 1
texture{
pigment{DomeMap}
rotate y*0
}
texture{
pigment{DomeMap}
rotate y*90
}
texture{
pigment{DomeMap}
rotate y*180
}
texture{
pigment{DomeMap}
rotate y*270
}
}
Gena.
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On Mon, 26 May 2003 23:24:08 -0700, Gena Obukhov <obu### [at] mail com> wrote:
> Thanks a lot! That's exactly what I need.
Good. So I finally contributed Capriccio. I'm happy about that :-)
> Does POV-Ray take memory only
> for one map in this case ?:
AFAIK yes, but if you unsure you can verify it with "Memory used" section in
povray messages.
> #local DomeMap = pigment{
> image_map{jpeg "cathedral/dome1.jpg" once}
> scale<1/4, 1/2, 1/4>
> translate y*0.5
> warp{spherical}
> };
BTW: After looking into your code I know more what you do - do you know instead
using layared texture you can use repeating warp? This should be fastest
solution.
ABX
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On Tue, 27 May 2003 07:39:04 +0200, ABX <abx### [at] abx art pl> wrote:
>You can use image with 'once', scale it down to fit your section unrolled into
><0,0,0>-<1,1,0> area, and then use spherical warp. Then you can duplicate
>sections with layered textures.
Wouldn't it be faster if Gena didn't use 'once' but rather scale
<1/32,1,1> and then use the spherical warp? This would spare the
layered texture overhead (which is quite major with radiosity).
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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On Mon, 26 May 2003 21:32:26 -0700, Gena Obukhov <obu### [at] mail com>
wrote:
>New version with some details.
>Added wooden posts and changed light source position.
I think the figures in the boats are not up to the same level of
detail as the other parts of the picture, even as compared to the
figures on the stairs. No offense to the contributor, just some
constructive criticism :)
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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On Tue, 27 May 2003 09:52:22 +0300, Peter Popov <pet### [at] vip bg> wrote:
> >You can use image with 'once', scale it down to fit your section unrolled into
> ><0,0,0>-<1,1,0> area, and then use spherical warp. Then you can duplicate
> >sections with layered textures.
>
> Wouldn't it be faster if Gena didn't use 'once' but rather scale
> <1/32,1,1> and then use the spherical warp?
If you would foollow link I posted you could read that spherical warp is
mentioned there :-). And I proposed layers since I was somehow sure he need
partial transparency for other texture under.
ABX
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Gena Obukhov wrote:
>
> New version with some details.
> Added wooden posts and changed light source position.
> The source is in p.b.s.-f.
Nice posts. I did not yet study the code but i suppose it won't be that
easy to make their cylindrical shape a bit less uniform.
Ib's work on the building is impressive as well. The texture should
probably be somewhat patina-like - somethinbg quite difficult to achieve
without being too slow.
I'm not sure about the change of the light position. The left side
buildings are different from the original now but of course we have to
find a compromise because the lighting in the painting is not consistent.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
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