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Christopher James Huff wrote:
> In article <4237206a$1@news.povray.org>, "Slime" <fak### [at] email address>
> wrote:
>
>
>>Two solutions:
>> - rotate your cylindrical pattern to face along the z-axis with rotate 90*x
>> - use the spherical pattern instead of cylindrical
>
>
> Another solution: do the rotation in the call to the function. It's a 90
> degree rotation around one axis, so just swap two coordinates and negate
> one of them. Since you're generating an image for the height field, it's
> even easier to figure out...function images are sampled from the xy
> plane, the height field uses the image for the xz plane.
>
> function 1000, 1000 {F_Terrain(x, 0, y)}
>
That's cool, then I could use the same function for hf and its pigment,
just call each differently.
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In article <42374a9f$1@news.povray.org>,
Jim Charter <jrc### [at] msn com> wrote:
> > function 1000, 1000 {F_Terrain(x, 0, y)}
> >
> That's cool, then I could use the same function for hf and its pigment,
> just call each differently.
Another thing, it's possible that the function image feature uses the
upper left corner as the origin, with the y coordinate going down. I
hope that's not so, since it'd be confusing and unnecessary, but if so,
just use 1-y instead of y.
--
Christopher James Huff <cja### [at] gmail com>
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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Christopher James Huff wrote:
> Another thing, it's possible that the function image feature uses the
> upper left corner as the origin, with the y coordinate going down. I
> hope that's not so, since it'd be confusing and unnecessary
It does IIRC. I had a long discussion with Thorsten on this issue back in
the povray.pre-beta group, but he insisted it was the correct behavior.
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com
POV-Ray Ring: http://webring.povray.co.uk
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Rune wrote:
> Christopher James Huff wrote:
>> Another thing, it's possible that the function image feature uses the
>> upper left corner as the origin, with the y coordinate going down. I
>> hope that's not so, since it'd be confusing and unnecessary
>
> It does IIRC. I had a long discussion with Thorsten on this issue
> back in the povray.pre-beta group, but he insisted it was the correct
> behavior.
Sorry, it was povray.beta-test:
http://news.povray.org/povray.beta-test/thread/%3C3cae24da%40news.povray.org%3E/?mtop=24
And I'm being reminded now that you were in the discussion too.
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com
POV-Ray Ring: http://webring.povray.co.uk
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news:42376cf2$1@news.povray.org...
> It does IIRC. I had a long discussion with Thorsten on this issue back in
> the povray.pre-beta group, but he insisted it was the correct behavior.
>
> Rune
> --
Oh well so it is the correct behaviour.. ie
counter-intuitive-for-dummy-image-makers....
If it is good for developers, it must be good for us
Marc (We're not worthy, we're not worthy)
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In article <42376edc$1@news.povray.org>,
"Rune" <run### [at] runevision com> wrote:
> And I'm being reminded now that you were in the discussion too.
Yes, I remember that thread now. Looks like I should have followed up on
it...
--
Christopher James Huff <cja### [at] gmail com>
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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"Marc Jacquier" <jac### [at] wanadoo fr> wrote in message
news:423771d7@news.povray.org...
>
> news:42376cf2$1@news.povray.org...
>> It does IIRC. I had a long discussion with Thorsten on this issue back in
>> the povray.pre-beta group, but he insisted it was the correct behavior.
>>
>> Rune
>> --
> Oh well so it is the correct behaviour.. ie
> counter-intuitive-for-dummy-image-makers....
> If it is good for developers, it must be good for us
>
> Marc (We're not worthy, we're not worthy)
>
It's the proper behavior for sticking textures on "walls"... you just need
to rotate it for "floors" and "side walls", it's as good a default behavior
as any.
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Tim Attwood wrote:
>
> ... you just need
> to rotate it for "floors" and "side walls",
No you need to translate if need the origin of the pattern used to
correspond to its native origin in any other context. I am not
complaining, just pointing out that it is not only the rotate thing that
can fake you out. The rotation confusion had to do with my own
misunderstanding that the syntax relates to this thing called a
"function image". I thought it was specifically a variation on height
field syntax and so expected it would work without needing any
manipulation. That was my mistake. But the origin being at <0,1,0>
looks truly arbitrary. Your mind is saying, "Okay, I guess that is just
how it works, so I will compensate." But at the same time it is also
asking, "But am I misunderstanding something here? Am I building on a
scaffold of misunderstanding? Am I doing something wrong which is
causing this behavior? If I compensate like this will there be even
greater confusion down the line" Without Rune's post I couldn't answer
that. Again, once you know what to do it is fine.
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Christopher James Huff wrote:
> In article <42374a9f$1@news.povray.org>,
> Jim Charter <jrc### [at] msn com> wrote:
>
>
>>>function 1000, 1000 {F_Terrain(x, 0, y)}
>>>
>>
>>That's cool, then I could use the same function for hf and its pigment,
>>just call each differently.
>
>
> Another thing, it's possible that the function image feature uses the
> upper left corner as the origin, with the y coordinate going down. I
> hope that's not so, since it'd be confusing and unnecessary, but if so,
> just use 1-y instead of y.
>
Thanks Chris, that's what I'll do.
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In article <423802ba$1@news.povray.org>,
"Tim Attwood" <tim### [at] comcast net> wrote:
> It's the proper behavior for sticking textures on "walls"... you just need
> to rotate it for "floors" and "side walls", it's as good a default behavior
> as any.
The use of the xy plane for image maps is. Putting the origin of the
function image coordinate system at < 0, 1> in the world coordinate
system is a different issue.
--
Christopher James Huff <cja### [at] gmail com>
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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