here it is how my patch works with uv mapping
FIRST IMAGE
/* two lights, camera and background */
#declare Object1=box {
-1.8 1.8 uv_mapping
rotate <0,45,0>
rotate <0,0,45>
rotate <0,20,0>
no_shadow
uv_mapping
texture{pigment{checker color rgb 0 color rgb 1}finish{specular 1}scale 1/8}
}
This is possible in MegaPOV - render time 42 secs
SECOND IMAGE
/* previous scene */
#declare Object2={
Object1
deform { twist 8 }
}
This is result of my patch.
Great ! UV mapping works fine! I'm proud of it :-)
This is possible to achive such shape with isosurface
but without mapping, I think. This is possible to achive
such mapping with mesh.
Render time is reasonable - 6 mins
Rendered on PII 233 WinNT4 128 MB with full of tasks.
THIRD IMAGE
/* previous scene */
#declare Object3={
Object2
rotate <0,0,90>
}
still 6 min but ...
FOURTH IMAGE
/* previous scene */
#declare Object3={
Object2
deform { twist 16 }
}
Ough! I can't even imagine this shape.
Complicated math available for all!
But, what I expected, render time is 4 hours.
Let's optimise something ....
btw: to read something what I'm talking about please read p.u.p from last moth
ABX
Post a reply to this message
Attachments:
Download 'step1.jpg' (27 KB)
Download 'step2.jpg' (30 KB)
Download 'step3.jpg' (31 KB)
Download 'step4.jpg' (27 KB)
Preview of image 'step1.jpg'
![step1.jpg](/povray.binaries.images/attachment/%3C3a5d9024%40news.povray.org%3E/step1.jpg?ttop=443840&toff=11350&preview=1)
Preview of image 'step2.jpg'
![step2.jpg](/povray.binaries.images/attachment/%3C3a5d9024%40news.povray.org%3E/step2.jpg?ttop=443840&toff=11350&preview=1)
Preview of image 'step3.jpg'
![step3.jpg](/povray.binaries.images/attachment/%3C3a5d9024%40news.povray.org%3E/step3.jpg?ttop=443840&toff=11350&preview=1)
Preview of image 'step4.jpg'
![step4.jpg](/povray.binaries.images/attachment/%3C3a5d9024%40news.povray.org%3E/step4.jpg?ttop=443840&toff=11350&preview=1)
|