POV-Ray : Newsgroups : povray.binaries.images : deform with uv mapping (4 pics, 113 kbu) Server Time
19 Aug 2024 06:18:33 EDT (-0400)
  deform with uv mapping (4 pics, 113 kbu) (Message 1 to 4 of 4)  
From: Wlodzimierz ABX Skiba
Subject: deform with uv mapping (4 pics, 113 kbu)
Date: 11 Jan 2001 05:51:16
Message: <3a5d9024@news.povray.org>
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


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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

Preview of image 'step2.jpg'
step2.jpg

Preview of image 'step3.jpg'
step3.jpg

Preview of image 'step4.jpg'
step4.jpg


 

From: Tom Melly
Subject: Re: deform with uv mapping (4 pics, 113 kbu)
Date: 11 Jan 2001 06:16:48
Message: <3a5d9620@news.povray.org>
"Wlodzimierz ABX Skiba" <abx### [at] abxartpl> wrote in message
news:3a5d9024@news.povray.org...

Wow - looks fun!


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From: David Fontaine
Subject: Re: deform with uv mapping (4 pics, 113 kbu)
Date: 11 Jan 2001 19:03:29
Message: <3A5E48AC.C1C12437@faricy.net>
This is your brain.

This is your brain on hyperbolic trig.

--
David Fontaine  <dav### [at] faricynet>  ICQ 55354965
My raytracing gallery:  http://davidf.faricy.net/


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From: Christoph Hormann
Subject: Re: deform with uv mapping (4 pics, 113 kbu)
Date: 12 Jan 2001 02:56:27
Message: <3A5EB8AB.9A5E252C@gmx.de>
Wlodzimierz ABX Skiba wrote:
> 
> here it is how my patch works with uv mapping
> 
> [...]

I just wanted to mention, that similar things are possible with
isosurfaces without uv mapping.  That method could be much slower though. 
I used in my isowood include for example.  

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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