POV-Ray : Newsgroups : povray.general : uv mapping triangles in mesh {} : Re: uv mapping triangles in mesh {} Server Time
15 Jul 2024 00:52:38 EDT (-0400)
  Re: uv mapping triangles in mesh {}  
From: Thomas de Groot
Date: 24 Mar 2023 03:29:30
Message: <641d515a$1@news.povray.org>
Op 23/03/2023 om 18:15 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Op 23-3-2023 om 02:06 schreef Bald Eagle:
>>> Can someone tell me what stupid thing I'm doing wrong, or if somehow
>>> uv mapping of meshes got broken?
>> Is something like this what you want to get?
>> I just changed rgbt 1 into rgb 1:
>> #declare Test = texture {pigment {object {Torus rgb 1, rgb y+z}}}
>> --
>> Thomas
> Nope.  I was just playing with the white/clear pigments to see where the
> triangles were, as part of my experiments/debugging.
> What I was trying to do was map every triangle with the same pigment pattern.
> The object pattern is defined by the object location, which is within a unit
> square, and so my uv_vectors ought to tell POV-Ray to sample from that global
> scene space when texturing any given triangle.  But only the first triangle gets
> the torus object {} texture.  Everything else I've tried winds up blank.

Afaik, you cannot uv-map an object pattern like an image_map as that is 
all about intersections of objects: your patterned object intersects the 
main object or not and uses the given pigments for inside and outside. 
In fact, you do not even need uv-mapping in that case. What you need is 
making sure that your pattern object (i.e. the torus) interects your 
primary object (i.e. the triangle) each time you invoke the texture. The 
torus does not move if you do not tell it to specifically. It does not 
move by a texture translate.

Afaik, this is normal behaviour. Just my two-and-a half cents


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