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I remember, there was something like this in Megapov ... Never tried it,
though
Now I've come along a situation, where I'd need it ... is this in 3.5 ?
PovDoc doesn't reveal anything 'bout it ...
I have some textures, used inside a texture_map ...
It would be a lot of work, to divide it into pigment_map, normal_map... and
finish_map isn't possible
Reverse transformation of these inner textures is hard to compute ...
So easiest would be a reset_children thingie ..
suggestions ?
My code looks something like this :
-------------------------------
#declare LPos=f1(clock);
#declare SphPos=f2(clock);
#declare Tex1=texture {
pigment { ...
}
normal {...
}
finish {...
}
scale ...
translate ...
}
#declare Tex2=texture {
pigment { ...
}
normal {...
}
finish {...
}
scale ...
translate ...
}
#declare Tex=texture {
gradient vnormalize(SphPos-LPos)
scale 2
translate vnormalize(LPos-SphPos)
texture_map {
[0.0 Tex1]
[1.0 Tex2]
}
}
--------------------------------------------
as you can see, Tex1 and Tex2 will be transformed together with Tex, but they
should
stay, where they are...
--
[Talking about cardriving]
"People are opstacles?
Oh...I always treat them as bonus points..." [Ian Burgmyer in p.o-t]
// Jan Walzer <jan### [at] lzernet>
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The reset_children feature was not added to 3.5, but the same effect is
possible. Since you are using plain transformations, you can do this:
#declare TexTrans = transform {
scale 2
translate vnormalize(LPos-SphPos)
}
#declare Tex = texture {
gradient vnormalize(SphPos-LPos)
transform {TexTrans}
texture_map {
[0.0 Tex1 transform {TexTrans inverse}]
[1.0 Tex2 transform {TexTrans inverse}]
}
}
More complex textures using warps are a different matter, you would have
to do something like:
#declare Tex = texture {
function {
pattern {
gradient vnormalize(SphPos-LPos)
scale 2
translate vnormalize(LPos-SphPos)
turbulence 0.5
}
}
texture_map {
[0.0 Tex1]
[1.0 Tex2]
}
}
--
--
Christopher James Huff <chr### [at] maccom>
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I think that the reset_children was found obsolete because the same
functionality can be achieved with pigment_pattern or functions.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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"Christopher James Huff" <chr### [at] maccom> wrote:
> The reset_children feature was not added to 3.5,
Ah ... OK ...
> but the same effect is possible. Since you are using
> plain transformations, you can do this:
>
>
> #declare TexTrans = transform {
> scale 2
> translate vnormalize(LPos-SphPos)
> }
>
> #declare Tex = texture {
> gradient vnormalize(SphPos-LPos)
> transform {TexTrans}
> texture_map {
> [0.0 Tex1 transform {TexTrans inverse}]
> [1.0 Tex2 transform {TexTrans inverse}]
> }
> }
Thanks so far ... You gave me the idea, but your solution doesn't work ...
Can this be a bug ?
I can't write
transform {TexTrans} // Parser Error
nor
transform {TexTrans inverse} // Parser Error
but only
transform TexTrans
....
I can write:
#declare TexTrans=transform { scale 2 translate P1-P2 }
and
#declare TexTransInv=transform { scale 2 translate P1-P2 inverse }
Can this be a bug ?
I'll put a minimal Example, with error to p.b-t.b
--
[Talking about cardriving]
"People are opstacles?
Oh...I always treat them as bonus points..." [Ian Burgmyer in p.o-t]
// Jan Walzer <jan### [at] lzernet>
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"Warp" <war### [at] tagpovrayorg> wrote:
> I think that the reset_children was found obsolete because the same
> functionality can be achieved with pigment_pattern or functions.
Can it in this case ? ...
As you can see, I want to do it with complete textures, without having to
split them up ...
also I use different finishes, and I don't think there's an finish_map ...
--
[Talking about cardriving]
"People are opstacles?
Oh...I always treat them as bonus points..." [Ian Burgmyer in p.o-t]
// Jan Walzer <jan### [at] lzernet>
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In article <3c4aeaf5$1@news.povray.org>, "Jan Walzer" <jan### [at] lzernet>
wrote:
> Can this be a bug ?
> I'll put a minimal Example, with error to p.b-t.b
It's a bug, but I thought it was fixed in the most recent version.
--
--
Christopher James Huff <chr### [at] maccom>
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Jan Walzer <jan### [at] lzernet> wrote:
: also I use different finishes, and I don't think there's an finish_map ...
But there's a texture_map.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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"Warp" <war### [at] tagpovrayorg> schrieb im Newsbeitrag
news:3c4af2a2@news.povray.org...
> Jan Walzer <jan### [at] lzernet> wrote:
> : also I use different finishes, and I don't think there's an finish_map
...
>
> But there's a texture_map.
... which I'm using ...
.. but it doesn't reset the children...
--
[Talking about cardriving]
"People are opstacles?
Oh...I always treat them as bonus points..." [Ian Burgmyer in p.o-t]
// Jan Walzer <jan### [at] lzernet>
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In article <3c4aeb46$1@news.povray.org>, "Jan Walzer" <jan### [at] lzernet>
wrote:
> As you can see, I want to do it with complete textures, without having to
> split them up ...
> also I use different finishes, and I don't think there's an finish_map ...
The function pattern technique will let you do this. It is basically
warping the pattern itself instead of the texture.
--
--
Christopher James Huff <chr### [at] maccom>
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"Christopher James Huff" <chr### [at] maccom> wrote:
> The function pattern technique will let you do this. It is basically
> warping the pattern itself instead of the texture.
Yes .. I've seen this ... I replied to Warp ...
--
[Talking about cardriving]
"People are opstacles?
Oh...I always treat them as bonus points..." [Ian Burgmyer in p.o-t]
// Jan Walzer <jan### [at] lzernet>
Post a reply to this message
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