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Gah, a bit of oversight on my part. Neglected to adjust the pattern for the
Ymin,Zmax,Ymax column of the uv mapping. Was looking at the wrong side of the
box when I was testing and never looked at the +z side or I wouldve noticed
right away. Hopefully this works now:
//START
#declare BoxUV= //Tile pattern for uv box
pigment{
uv_mapping
gradient x
pigment_map{
[1/4 gradient x
pigment_map{
[ DimU GrtCol]
[ DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
[1-DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
[1-DimU GrtCol]
}
frequency 4*BSiz.z/TilSiz.u
]
[1/4 gradient y
pigment_map{
[1/3 gradient x
pigment_map{
[ DimU GrtCol]
[ DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
[1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
[1-DimU GrtCol]
}
frequency 4*BSiz.x/TilSiz.u
]
[1/3 gradient x
pigment_map{
[ DimU GrtCol]
[ DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
[1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
[1-DimU GrtCol]
}
frequency 4*BSiz.x/TilSiz.u
]
[2/3 gradient x
pigment_map{
[ DimU GrtCol]
[ DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
[1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
[1-DimU GrtCol]
}
frequency 4*BSiz.x/TilSiz.u
]
[2/3 gradient x
pigment_map{
[ DimU GrtCol]
[ DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
[1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
[1-DimU GrtCol]
}
frequency 4*BSiz.x/TilSiz.u
]
}
]
[2/4 gradient y
pigment_map{
[1/3 gradient x
pigment_map{
[ DimU GrtCol]
[ DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
[1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
[1-DimU GrtCol]
}
frequency 4*BSiz.x/TilSiz.u
]
[1/3 gradient x
pigment_map{
[ DimU GrtCol]
[ DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
[1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
[1-DimU GrtCol]
}
frequency 4*BSiz.x/TilSiz.u
]
[2/3 gradient x
pigment_map{
[ DimU GrtCol]
[ DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
[1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
[1-DimU GrtCol]
}
frequency 4*BSiz.x/TilSiz.u
]
[2/3 gradient x
pigment_map{
[ DimU GrtCol]
[ DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
[1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
[1-DimU GrtCol]
}
frequency 4*BSiz.x/TilSiz.u
]
}
]
[2/4 gradient x
pigment_map{
[ DimU GrtCol]
[ DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
[1-DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
[1-DimU GrtCol]
}
frequency 4*BSiz.z/TilSiz.u
]
[3/4 gradient x
pigment_map{
[ DimU GrtCol]
[ DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
[1-DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
[1-DimU GrtCol]
}
frequency 4*BSiz.z/TilSiz.u
]
[3/4 gradient x //Zmin
pigment_map{
[ DimU GrtCol]
[ DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
[1-DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
[1-DimU GrtCol]
}
frequency 4*BSiz.x/TilSiz.u
]
}
}
//END
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"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> "alphaQuad" <alp### [at] earthlinknet> wrote:
> > "Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> > > Slight problem with some grout scaling being off, try this instead:
> >
> > If there were any heads to be saved in Gefilte Fish jars for the future it would
> > be yours. "Danger danger Will 'Einstein' Robinson".
> >
> > "leet" brain waves there TQ
>
> Well thanks...
>
> As long as it all works out for you and we both learned something. I always
> take these things as a challenge to teach myself how to do something and
> hopefully learn something.
>
> -tgq
I was playin with your first one, check it out:
#declare TilSiz=<6/7,12/7,-4>; //Size of tile (x,y)
#declare scal = (1-TilSiz)*TilSiz/34.85;
#declare Grt=1/7;
#declare TQ_tile =
pigment { uv_mapping
gradient x
pigment_map{
[Grt/(TilSiz.x+Grt) rgb 1]
[Grt/(TilSiz.x+Grt) gradient y
colour_map{
[Grt/(TilSiz.y+Grt) rgb 1]
[Grt/(TilSiz.y+Grt) rgb <.6,.6,1> ]
}
]
}
//scale <scal.x,abs(scal.y),1> // = different image
scale scal // negative y-scale
//scale <1/160,1/20,1>*.7
}
echov((1-TilSiz)*TilSiz*0.0287) // <0.00351,-0.03514,-0.57400>
cr()
echov((1-TilSiz)*TilSiz/34.85) // <0.00351,-0.03514,-0.57389>
cr()
echov(<1/160,1/20,1>*.7) // = <0.00437,0.03500,0.70000>
cr()
#declare pool_box2 =
difference {
box { <-8, -66.5, -8> <232, 0, 232> } // legoworld hole +8
box { <0, -65, 0> <224, 1, 224> }
texture { TQ_tile basic_finish }
translate <-8,0,-8>
}
object { pool_box2 translate y*4 }
how/why is negative -scale is OK?
Post a reply to this message
Attachments:
Download 'lego_pool_01test.png' (46 KB)
Preview of image 'lego_pool_01test.png'
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oh, it would turn it all around, too late for me; sleep
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the only part that I see remaining, is to have the numbers relative to box
dimension so grout lines land on corners,
and figuring out what "34.85" or "0.0287" is or whatever it should be from
overall dimensions ... er something to that effect
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"alphaQuad" <alp### [at] earthlinknet> wrote:
> the only part that I see remaining, is to have the numbers relative to box
> dimension so grout lines land on corners,
>
> and figuring out what "34.85" or "0.0287" is or whatever it should be from
> overall dimensions ... er something to that effect
Right now the numbers are relative to the box dimensions (BSiz should be input
as the size of the box to be used). I already also have the grout lines half
offset so they show up at the corners properly. The only thing you really need
to do is make sure that the box size is a multiple of the tile size. If it
isn't then you would get an incorrect corner with no grout and a partial tile.
-tgq
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I confess I lost my way along the road....
I can reproduce the water code without a problem, but the pool is beyond me
now. Somewhere I lost pieces of code. Could you re-post the complete pool
code as it stands now, please? Thanks!!
Thomas
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> I confess I lost my way along the road....
>
> I can reproduce the water code without a problem, but the pool is beyond me
> now. Somewhere I lost pieces of code. Could you re-post the complete pool
> code as it stands now, please? Thanks!!
>
> Thomas
There were 3 "boxUV" where the second and third evolved for the pure brain-wave
patterns of TgQ.
I decided to go with the 3rd, "TQ_BoxUV".
///////////////////////////////////////////////////// TgQ
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
#declare normhf = 0;
#include "TQ_water.pov"
#declare BSiz=<240,72,240>; // box size
#declare TilSiz=<4,8,1>; //Size of tile (x,y)
#declare Grt=0.5; //Width of grout
#declare TilCol=rgb <.6,.6,1>; //Tile colour
#declare GrtCol=rgb 1;
#include "TQ_BoxUV.pov"
#declare pool_box_CSG =
difference {
box { <-8, -72, -8> <232, 0, 232> } // legoworld hole +8
box { <0, -64, 0> <224, 1, 224> }
texture { TQ_BoxUV basic_finish }
translate <-8,0,-8>
}
#declare BSiz=<8,72,232>;
#include "TQ_BoxUV.pov"
#declare pool_box =
union {
box { 0 <8,72,232> texture { TQ_BoxUV basic_finish } translate <-16,-72,-8> }
box { 0 <8,72,232> texture { TQ_BoxUV basic_finish } rotate y*90 translate
<-8,-72,224> }
box { 0 <8,72,232> texture { TQ_BoxUV basic_finish } translate <216,-72,-8> }
box { 0 <8,72,232> texture { TQ_BoxUV basic_finish } rotate y*90 translate
<-16,-72,-8> }
//floor
#declare BSiz=<240, 240, 8>;
#include "TQ_BoxUV.pov"
box { 0 <240, 240, 8> texture { TQ_BoxUV basic_finish } rotate x*90
translate <-16,-64,-16> }
}
//object { pool_box translate y*4 }
///////////////////////////////////////////////////// TgQ
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
#declare pool =
union {
object { pool_box }
#if (normhf) object { TQ_water_hf }
#else object { TQ_water_n }
#end
object { beachball scale 8.5 rotate z*45 rotate y*-55 translate <53,6.3,100>
} //<30,6.5,55> }
translate y*4
}
Post a reply to this message
Attachments:
Download 'magician_tq.zip' (2 KB)
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> I confess I lost my way along the road....
>
> I can reproduce the water code without a problem, but the pool is beyond me
> now. Somewhere I lost pieces of code. Could you re-post the complete pool
> code as it stands now, please? Thanks!!
>
> Thomas
The previous pool is in an earlier poolscene in legolib.zip:
http://home.earthlink.net/~openuniverse/
Intending, to update the scene in that file to include a road without 49
legoRoad warnings and my Rune adaptation,
including laser.inc
including hash.inc
including triangulation.inc
$Christmas slowing me down.
I hear it is really Nimrods birthday!
I think even darker finish than anything before looks better, what do you think?
(for the road) ambient 0.08 phong .3 phong_size 450 roughness 0.05 reflection
0.05
(rgb .887)
Post a reply to this message
Attachments:
Download 'lego_pool_04d.png' (678 KB)
Preview of image 'lego_pool_04d.png'
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"alphaQuad" <alp### [at] earthlinknet> schreef in bericht
news:web.49530bf26655db18112f56370@news.povray.org...
> $Christmas slowing me down.
> I hear it is really Nimrods birthday!
>
I don't know about Nimrod, but certainly Mithra's.
Thomas
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Thank you very much, Trevor and you. I am going to study this, at least to
learn something about building this kind of code. Never too old to make
those little grey cells do a bit of work out :-)
Thomas
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