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Is it possible to make a finish map? As in make certain parts of an object
have one finish and other parts have a different finish using an image?
Something like a material map but ONLY for the finishes? If I used a
material map there would be lots of overlap in the textures.
Corey
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> Is it possible to make a finish map? As in make certain parts of an object
> have one finish and other parts have a different finish using an image?
> Something like a material map but ONLY for the finishes? If I used a
> material map there would be lots of overlap in the textures.
Hmm, why overlap? If you use a material map with reference to 3 textures
with different finishes but all contain the same pigment and normals, why
would this be a problem?
Btw, I've found a better way to make such maps: Put your image into a
function! From there you can evaluate the function and have it refer to all
the texture you want. The big advantages of this is that you can blend
between textures, and you don't have to use gif as input... I think soon
material maps will only stay in Povray for compatibility with old scenes.
Regards,
Hugo
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"Hugo" <hua### [at] post3teledk> wrote in message
news:3c9c61c1@news.povray.org...
> > Is it possible to make a finish map? As in make certain parts of an
object
> > have one finish and other parts have a different finish using an image?
> > Something like a material map but ONLY for the finishes? If I used a
> > material map there would be lots of overlap in the textures.
>
> Hmm, why overlap? If you use a material map with reference to 3 textures
> with different finishes but all contain the same pigment and normals, why
> would this be a problem?
Because I'm using an insanely large bump map and image map already and
I dont' want them to be parced twice :)
> Btw, I've found a better way to make such maps: Put your image into a
> function! From there you can evaluate the function and have it refer to
all
> the texture you want. The big advantages of this is that you can blend
> between textures, and you don't have to use gif as input... I think soon
> material maps will only stay in Povray for compatibility with old scenes.
Hmm I hadn't thought about functions at all. I check into it.
> Regards,
> Hugo
Corey
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> Because I'm using an insanely large bump map and image map already and
> I dont' want them to be parced twice :)
The maps won't be parsed twice if you declare them first and make references
to them in your textures. Like this:
#declare Image=pigment { image_map { tga "......." } }
#declare Bump=normal { bump_map { tga "...." } }
#declare Texture_1 = texture { pigment { Image } }
#declare Texture_2 = texture { pigment { Image } normal { Bump } }
--- the pigment is used twice but only loaded once.
Regards,
Hugo
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"Hugo" <hua### [at] post3teledk> wrote in message
news:3c9c61c1@news.povray.org...
> > Is it possible to make a finish map? As in make certain parts of an
object
> > have one finish and other parts have a different finish using an image?
> > Something like a material map but ONLY for the finishes? If I used a
> > material map there would be lots of overlap in the textures.
>
> Hmm, why overlap? If you use a material map with reference to 3 textures
> with different finishes but all contain the same pigment and normals, why
> would this be a problem?
>
> Btw, I've found a better way to make such maps: Put your image into a
> function! From there you can evaluate the function and have it refer to
all
> the texture you want. The big advantages of this is that you can blend
> between textures, and you don't have to use gif as input... I think soon
> material maps will only stay in Povray for compatibility with old scenes.
Ok I give! How do you do that. I know how to use a function as an image but
I havn't the slightest how to get an image to work as a function?!
Please Help :)
Corey
> Regards,
> Hugo
>
>
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Here you go.
d.
#declare P = function { pigment {
image_map {tga "whatever.tga"
map_type 0
interpolate 2
} } }
"Corey Woodworth" <cdw### [at] mpinetnet> wrote in message
news:3c9d2903$1@news.povray.org...
>
> "Hugo" <hua### [at] post3teledk> wrote in message
> news:3c9c61c1@news.povray.org...
> > > Is it possible to make a finish map? As in make certain parts of an
> object
> > > have one finish and other parts have a different finish using an
image?
> > > Something like a material map but ONLY for the finishes? If I used a
> > > material map there would be lots of overlap in the textures.
> >
> > Hmm, why overlap? If you use a material map with reference to 3 textures
> > with different finishes but all contain the same pigment and normals,
why
> > would this be a problem?
> >
> > Btw, I've found a better way to make such maps: Put your image into a
> > function! From there you can evaluate the function and have it refer to
> all
> > the texture you want. The big advantages of this is that you can blend
> > between textures, and you don't have to use gif as input... I think soon
> > material maps will only stay in Povray for compatibility with old
scenes.
>
> Ok I give! How do you do that. I know how to use a function as an image
but
> I havn't the slightest how to get an image to work as a function?!
>
> Please Help :)
> Corey
>
> > Regards,
> > Hugo
> >
> >
>
>
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"Dennis Miller" <dhm### [at] attbicom> wrote in message
news:3c9d4e87@news.povray.org...
> Here you go.
> d.
>
> #declare P = function { pigment {
> image_map {tga "whatever.tga"
> map_type 0
> interpolate 2
> } } }
Oh wow I feel stupid :( Honest I checked the docs but I was looking for
something simlar to image functions etc.
Ok now I've got some more questions. :) I have a heightfield of the earth
and I want to make a sphere with this heightfield wrapped around it. How do
I do this with an isosurface? I've tried and tried. Do I need to use a
spherical warp instead? Here is what I have so far:
#version 3.5;
#include "colors.inc"
#declare EarthRadius = 1;
#declare EarthHeight = function { pigment {image_map { jpeg
"earthbump10k.jpg" map_type 1 interpolate 2 } } }
global_settings {
assumed_gamma 1.0
}
// ----------------------------------------
camera {
location <0.0, 0.5, -3.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <1, 241/255, 237/255> // light's color
translate <-30, 30, -30>
}
// ----------------------------------------
isosurface {
function { EarthHeight(x, y, z).hf }
contained_by { sphere {<0, 0, 0>, EarthRadius} }
accuracy 0.001
max_gradient 4
texture {pigment {color White } }
}
I'm sure once I get the hang of some of these more complicated things I'll
be askin' less questions :) I'm still very much a newbie!
Corey
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