POV-Ray : Newsgroups : povray.general : uv mapping triangles in mesh {} : Re: uv mapping triangles in mesh {} Server Time
14 Jul 2024 06:03:12 EDT (-0400)
  Re: uv mapping triangles in mesh {}  
From: Bald Eagle
Date: 23 Mar 2023 13:20:00
Message: <web.641c8945eebe912c1f9dae3025979125@news.povray.org>
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.

 - BW


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.