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I found some code which gives an annoying (and false) warning about lack of
pigment. It happened when I was unioning a whole bunch of blobs together.
//// here it is //
union{
#declare toothblob=blob{threshold 0.7 cylinder{0,y,1,1 pigment{rgb
1}} }
object{toothblob translate <0,1,0> }
object{toothblob translate <0,2,0> }
object{toothblob translate <0,3,0> }
object{toothblob translate <0,4,0> }
// pigment{rgbft 1} //but this line uncommented out fixes it??
}
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This is because you have specified the pigment for only the first blob- look
at your parentheses. The following four blobs do not have a pigment specified
for them. When you uncomment that last pigment statement, it is applied to the
entire union.
Cheers!
Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
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> union{
> #declare toothblob=blob{threshold 0.7 cylinder{0,y,1,1 pigment{rgb
> 1}} }
>
> object{toothblob translate <0,1,0> }
> object{toothblob translate <0,2,0> }
> object{toothblob translate <0,3,0> }
> object{toothblob translate <0,4,0> }
>
> // pigment{rgbft 1} //but this line uncommented out fixes it??
> }
Hmm. I wouldn't be surprised if it went away after you changed the toothblob
definition to
#declare toothblob=blob{threshold 0.7 cylinder{0,y,1,1} pigment{rgb 1}}
So that the *blob* has a pigment, rather than just one of its components.
- Slime
[ http://www.slimeland.com/ ]
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In article <3e1e41b1$1@news.povray.org>,
"Greg M. Johnson" <gregj:-)56590@ao:-)l.com> wrote:
> I found some code which gives an annoying (and false) warning about lack of
> pigment. It happened when I was unioning a whole bunch of blobs together.
The problem is here:
#declare toothblob=blob{threshold 0.7 cylinder{0,y,1,1 pigment{rgb 1}} }
The blob itself doesn't have any texture, the POV code that checks for a
texture doesn't know about the component textures. Meshes probably have
the same problem. A dummy texture is the only method I know of to get
rid of the warning, it could be in the blob instead of the union.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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In article <3e1e4452$1@news.povray.org>,
"Sir Charles W. Shults III" <aic### [at] cflrrcom> wrote:
> This is because you have specified the pigment for only the first blob-
> look at your parentheses. The following four blobs do not have a
> pigment specified for them. When you uncomment that last pigment
> statement, it is applied to the entire union.
Wrong. The first blob is a declaration, the other objects are copies of
it.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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Christopher James Huff <cja### [at] earthlinknet> wrote:
> The blob itself doesn't have any texture, the POV code that checks for a
> texture doesn't know about the component textures.
Which IMHO is a bug which should be fixed.
--
#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> wrote in message news:3e1ed91a@news.povray.org...
>
> Which IMHO is a bug which should be fixed.
>
As a general comment on this, IMHO texture-handling for all CSG-like operations
could do with more flexability. IIRC there's not much chance of this being
'fixed' until 4.00
For example:
union{
object{foo texture{pigment{rgb 1}}}
object{bar texture{pigment{rgb 0.5} normal{granite}}}
object{foobar texture{normal{granite}}}
texture{pigment{rgb 0.25} normal{bozo}}
}
It would be nice foo used the normal{bozo}, bar used nothing, and foobar used
the pigment{rgb 0.25}
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Tom Melly wrote:
> For example:
>
> union{
> object{foo texture{pigment{rgb 1}}}
> object{bar texture{pigment{rgb 0.5} normal{granite}}}
> object{foobar texture{normal{granite}}}
> texture{pigment{rgb 0.25} normal{bozo}}
> }
>
> It would be nice foo used the normal{bozo}, bar used nothing, and foobar used
> the pigment{rgb 0.25}
That doesn't make any sense. If I have a CSG such that
Union[textureA]
Sub-objectA[textureB]
Sub-objectB[textureC]
Sub-objectC[no texture]
Then it would make sense to have sub-objects A and B use the textures
that are specifically assigned to them, but C use texture A because
that's what's given for the overall CSG...you would have it ignore a
texture specifically assigned to a sub-object.
--
--Tim Cook
http://empyrean.scifi-fantasy.com
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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"Timothy R. Cook" <tim### [at] scifi-fantasycom> wrote in message
news:3e1ee9d7@news.povray.org...
>
> That doesn't make any sense. If I have a CSG such that
>
> Union[textureA]
> Sub-objectA[textureB]
> Sub-objectB[textureC]
> Sub-objectC[no texture]
>
> Then it would make sense to have sub-objects A and B use the textures
> that are specifically assigned to them, but C use texture A because
> that's what's given for the overall CSG...you would have it ignore a
> texture specifically assigned to a sub-object.
No - where a texture component is specified I would have it used. What *I* would
like is unspecified components (e.g. the normal, pigment, or finish) of
sub-objects to inherit that component from the default texture of the union.
It still potentially creates a problem, but not, I think, the problem you raise.
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Tom Melly <tom### [at] tomandlucouk> wrote:
> No - where a texture component is specified I would have it used. What *I* would
> like is unspecified components (e.g. the normal, pigment, or finish) of
> sub-objects to inherit that component from the default texture of the union.
This should not happen implicitly.
A subobject can perfectly have no normal specification (you don't want
any normal modifications for it) and you want it to stay that way in the
CSG as well, even though the overall texture for the CSG could have a
normal specification.
If anything, this functionality should be behind a keyword or something.
Perhaps something like:
union
{ object { whatever pigment { rgb 1 } normal { to_be_specified_later } }
object { ... }
...
normal { bumps 1 } // this applies to the first object
}
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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