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I've about gone nuts trying to put a crackle/agate/leopard/granite texture
on this figure's dress... finally, I added a box in the background... as you
can see, both the dress and the box have the same texture on them, however,
the dress comes out a solid color while the box is the texture I expected to
have on the dress?
Using MegaPov 0.6
Any ideas?
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> on this figure's dress... finally, I added a box in the background... as
you
> can see, both the dress and the box have the same texture on them,
however,
To be honest: I can't see that...
Sorry, couldn't resist :-)
ZK
http://www.povplace.be.tf
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Robert J Becraft <cas### [at] aol com> wrote:
> I've about gone nuts trying to put a crackle/agate/leopard/granite texture
> on this figure's dress... finally, I added a box in the background... as you
> can see, both the dress and the box have the same texture on them, however,
> the dress comes out a solid color while the box is the texture I expected to
> have on the dress?
> Using MegaPov 0.6
Are you sure your uv map isn't getting in the way, so the dress thinks it
already has a texture? I use 3Dwin to port Poser to Pov (well, once. I'm
learning too) and while the free version doesn't port the textures from
poser, I've found that I can texture the objects individually myself. I
haven't tried UV mapping, though.
Geoff
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Robert J Becraft wrote:
> I've about gone nuts trying to put a crackle/agate/leopard/granite texture
> on this figure's dress... finally, I added a box in the background... as you
> can see, both the dress and the box have the same texture on them, however,
> the dress comes out a solid color while the box is the texture I expected to
> have on the dress?
If you used 3DWin and exported as a mesh2 object, you should have a list of the
textures in the *_m.inc file. The dress texture should be listed. In one the
radiosity tests I posted some time ago, the list looked like this (it should be
shorter for a P3 figure). The T_* names are from Poser and 3DWin. I declared the
txtHead etc. textures before).
#declare T_SkinHead = texture{txtHead}
#declare T_Eyebrows = texture{txtHead}
#declare T_Lips = texture{txtHead}
#declare T_Lacrimal = texture{txtHead}
#declare T_Eyelashes = texture{txtLashes}
#declare T_InnerMouth = texture{txtHead}
#declare T_Nostrils = texture{txtHead}
#declare T_Tongue = texture{txtHead}
#declare T_UpperEyebrows = texture{txtHead}
#declare T_Teeth = texture{txtHead}
#declare T_SkinBody = texture{txtBody}
#declare T_Nipples = texture{txtBody}
#declare T_Eyeballs = texture{txtHead finish{reflection 0.02}}
#declare T_Pupils = texture{txtHead finish{reflection 0.02}}
#declare T_Eyewhites = texture{txtHead finish{reflection 0.02}}
#declare T_Irises = texture{txtHead}
#declare T_Toenails = texture{txtBody}
#declare T_Fingernails = texture{txtBody}
#declare T_hair = texture{txtHair}
#declare T_bangs = texture{txtHair}
#declare T_wrap = texture{txtHair}
#declare T_dress = texture{pigment{image_map{png "dressmap"}}finish{finVicky}}
// dress
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Yes, the list is there.
I've modified the line for the dress to include the texture I applied to the
box.
If you scale the texture, it will shift to one of the other colors in the
color map, however, it is always one color. It does not take on the pattern
like the box. The texture and application section are here:
#declare DressText = texture {
pigment {
crackle
turbulence 1
lambda 1
frequency 2
color_map {
[0.0 color rgbf <1.0000, 0.2900,0.2000>]
[0.3 color rgbf <0.9297, 0.8438,0.6797,.45>]
[1.0 color rgbf <1.0000, 0.2900,0.2000>]
}
}
scale .0025
}
#declare OBJuvPOV_Texture_OBJuvPOVPreview1 = texture {DressText}
Gilles Tran <tra### [at] inapg inra fr> wrote in message
news:3A1294A8.DB49C745@inapg.inra.fr...
> Robert J Becraft wrote:
>
> > I've about gone nuts trying to put a crackle/agate/leopard/granite
texture
> > on this figure's dress... finally, I added a box in the background... as
you
> > can see, both the dress and the box have the same texture on them,
however,
> > the dress comes out a solid color while the box is the texture I
expected to
> > have on the dress?
>
> If you used 3DWin and exported as a mesh2 object, you should have a list
of the
> textures in the *_m.inc file. The dress texture should be listed. In one
the
> radiosity tests I posted some time ago, the list looked like this (it
should be
> shorter for a P3 figure). The T_* names are from Poser and 3DWin. I
declared the
> txtHead etc. textures before).
>
> #declare T_SkinHead = texture{txtHead}
> #declare T_Eyebrows = texture{txtHead}
> #declare T_Lips = texture{txtHead}
> #declare T_Lacrimal = texture{txtHead}
> #declare T_Eyelashes = texture{txtLashes}
> #declare T_InnerMouth = texture{txtHead}
> #declare T_Nostrils = texture{txtHead}
> #declare T_Tongue = texture{txtHead}
> #declare T_UpperEyebrows = texture{txtHead}
> #declare T_Teeth = texture{txtHead}
> #declare T_SkinBody = texture{txtBody}
> #declare T_Nipples = texture{txtBody}
> #declare T_Eyeballs = texture{txtHead finish{reflection 0.02}}
> #declare T_Pupils = texture{txtHead finish{reflection 0.02}}
> #declare T_Eyewhites = texture{txtHead finish{reflection 0.02}}
> #declare T_Irises = texture{txtHead}
> #declare T_Toenails = texture{txtBody}
> #declare T_Fingernails = texture{txtBody}
> #declare T_hair = texture{txtHair}
> #declare T_bangs = texture{txtHair}
> #declare T_wrap = texture{txtHair}
> #declare T_dress = texture{pigment{image_map{png
"dressmap"}}finish{finVicky}}
> // dress
>
>
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I don't know if it is necessary with your converter-program, but did you
enable uv_mapping in the mesh description by putting "uv_mapping" at the end
of the object-description?
Just a (wild) guess ...
Marc-Hendrik
Robert J Becraft schrieb in Nachricht <3a1307dd@news.povray.org>...
>Yes, the list is there.
>
>I've modified the line for the dress to include the texture I applied to
the
>box.
>
>If you scale the texture, it will shift to one of the other colors in the
>color map, however, it is always one color. It does not take on the
pattern
>like the box. The texture and application section are here:
>
> #declare DressText = texture {
> pigment {
> crackle
> turbulence 1
> lambda 1
> frequency 2
> color_map {
> [0.0 color rgbf <1.0000, 0.2900,0.2000>]
> [0.3 color rgbf <0.9297, 0.8438,0.6797,.45>]
> [1.0 color rgbf <1.0000, 0.2900,0.2000>]
> }
> }
> scale .0025
> }
>#declare OBJuvPOV_Texture_OBJuvPOVPreview1 = texture {DressText}
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I pulled out the section in the mesh .inc file that corresponds to the
dress... turned off the uv_vector portion and the uv_mapping variable at the
end of the mesh....
The dress still renders as one color.
Marc-Hendrik Bremer <Mar### [at] t-online de> wrote in message
news:3a130bce@news.povray.org...
> I don't know if it is necessary with your converter-program, but did you
> enable uv_mapping in the mesh description by putting "uv_mapping" at the
end
> of the object-description?
>
> Just a (wild) guess ...
>
> Marc-Hendrik
>
> Robert J Becraft schrieb in Nachricht <3a1307dd@news.povray.org>...
> >Yes, the list is there.
> >
> >I've modified the line for the dress to include the texture I applied to
> the
> >box.
> >
> >If you scale the texture, it will shift to one of the other colors in the
> >color map, however, it is always one color. It does not take on the
> pattern
> >like the box. The texture and application section are here:
> >
> > #declare DressText = texture {
> > pigment {
> > crackle
> > turbulence 1
> > lambda 1
> > frequency 2
> > color_map {
> > [0.0 color rgbf <1.0000, 0.2900,0.2000>]
> > [0.3 color rgbf <0.9297, 0.8438,0.6797,.45>]
> > [1.0 color rgbf <1.0000, 0.2900,0.2000>]
> > }
> > }
> > scale .0025
> > }
> >#declare OBJuvPOV_Texture_OBJuvPOVPreview1 = texture {DressText}
>
>
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I GOT IT!
The problem was the uv_mapping variable at the end of the mesh statements.
There were three sections that corresponded to the dress. I had only turned
off the uv_mapping on the first one which was the bottom of the dress.
Image with dress with correct texture attached!
Robert J Becraft <cas### [at] aol com> wrote in message
news:3a130cb6@news.povray.org...
> I pulled out the section in the mesh .inc file that corresponds to the
> dress... turned off the uv_vector portion and the uv_mapping variable at
the
> end of the mesh....
>
> The dress still renders as one color.
>
>
> Marc-Hendrik Bremer <Mar### [at] t-online de> wrote in message
> news:3a130bce@news.povray.org...
> > I don't know if it is necessary with your converter-program, but did you
> > enable uv_mapping in the mesh description by putting "uv_mapping" at the
> end
> > of the object-description?
> >
> > Just a (wild) guess ...
> >
> > Marc-Hendrik
> >
> > Robert J Becraft schrieb in Nachricht <3a1307dd@news.povray.org>...
> > >Yes, the list is there.
> > >
> > >I've modified the line for the dress to include the texture I applied
to
> > the
> > >box.
> > >
> > >If you scale the texture, it will shift to one of the other colors in
the
> > >color map, however, it is always one color. It does not take on the
> > pattern
> > >like the box. The texture and application section are here:
> > >
> > > #declare DressText = texture {
> > > pigment {
> > > crackle
> > > turbulence 1
> > > lambda 1
> > > frequency 2
> > > color_map {
> > > [0.0 color rgbf <1.0000, 0.2900,0.2000>]
> > > [0.3 color rgbf <0.9297, 0.8438,0.6797,.45>]
> > > [1.0 color rgbf <1.0000, 0.2900,0.2000>]
> > > }
> > > }
> > > scale .0025
> > > }
> > >#declare OBJuvPOV_Texture_OBJuvPOVPreview1 = texture {DressText}
> >
> >
>
>
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Attachments:
Download 'gown1a.jpg' (39 KB)
Preview of image 'gown1a.jpg'
![gown1a.jpg](/povray.binaries.images/attachment/%3C3a13158b%40news.povray.org%3E/gown1a.jpg?preview=1)
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Robert J Becraft wrote:
>
> I GOT IT!
>
> The problem was the uv_mapping variable at the end of the mesh statements.
> There were three sections that corresponded to the dress. I had only turned
> off the uv_mapping on the first one which was the bottom of the dress.
Hey, I have a dress like that... Thank goodness the straps don't slice
into my shoulders that way.
--
Dawn McKnight | "Who cares what the hipbone's connected to? I'm in Neurology!"
McK### [at] mac com | -- Justine Devlin, M.D.
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Robert J Becraft wrote:
>
> I GOT IT!
>
> The problem was the uv_mapping variable at the end of the mesh statements.
> There were three sections that corresponded to the dress. I had only turned
> off the uv_mapping on the first one which was the bottom of the dress.
>
> Image with dress with correct texture attached!
>
>
> [Image]
Poor girl! She's got no legs!
--
Francois Labreque | It is by caffeine alone I set my mind in motion, it
flabreq | is by the beans of Java that thoughts acquire speed,
@ | the hands acquire shaking, the shaking becomes a
attglobal.net | warning, it is by caffeine alone I set my mind in
| motion.
- Stolen from Badger's .sig file
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