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Salvete,
Is it possible to have, on one mesh2 with uv_vectors, two layered
textures, *one of which* uses uv_mapping? (For mathematical surfaces,
I'd like to draw parameter lines this way.)
mesh2 {
vertex_vectors { 9,
<0, 0, 0>, <0, 1, 1>, <0, 2, 0>,
<1, 0, 1>, <1, 1, 1>, <1, 2, 1>,
<2, 0, 0>, <2, 1, 1>, <2, 2, 0> }
uv_vectors { 9,
<0, 0>, <0, 1.025>, <0, 2.05>,
<1.025, 0>, <1.025, 1.025>, <1.025, 2.05>,
<2.05, 0>, <2.05, 1.025>, <2.05, 2.05> }
face_indices { 8,
<0, 1, 4>, <0, 4, 5>, <1, 2, 5>, <2, 6, 5>,
<4, 5, 7>, <5, 8, 7>, <5, 6, 9>, <5, 9, 8> }
texture {
pigment {
gradient z
color_map { [0 rgb <1, 0, 0>] [1 rgb <0, 0, 1>] }
}
}
texture {
uv_mapping pigment {
gradient u
color_map { [0 rgb 0] [0.05 rgb 0]
[0.05 rgbft <0,0,0,1,1>] [1 rgbft <0,0,0,1,1>] }
}
}
texture {
uv_mapping pigment {
gradient v
color_map { [0 rgb 0] [0.05 rgb 0]
[0.05 rgbft <0,0,0,1,1>] [1 rgbft <0,0,0,1,1>] }
}
}
}
regards,
Christopher Creutzig
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Christopher Creutzig <chr### [at] creutzigde> wrote:
> Salvete,
>
> Is it possible to have, on one mesh2 with uv_vectors, two layered
> textures, *one of which* uses uv_mapping? (For mathematical surfaces,
> I'd like to draw parameter lines this way.)
>
> mesh2 {
> vertex_vectors { 9,
> <0, 0, 0>, <0, 1, 1>, <0, 2, 0>,
> <1, 0, 1>, <1, 1, 1>, <1, 2, 1>,
> <2, 0, 0>, <2, 1, 1>, <2, 2, 0> }
> uv_vectors { 9,
> <0, 0>, <0, 1.025>, <0, 2.05>,
> <1.025, 0>, <1.025, 1.025>, <1.025, 2.05>,
> <2.05, 0>, <2.05, 1.025>, <2.05, 2.05> }
> face_indices { 8,
> <0, 1, 4>, <0, 4, 5>, <1, 2, 5>, <2, 6, 5>,
> <4, 5, 7>, <5, 8, 7>, <5, 6, 9>, <5, 9, 8> }
> texture {
> pigment {
> gradient z
> color_map { [0 rgb <1, 0, 0>] [1 rgb <0, 0, 1>] }
> }
> }
> texture {
> uv_mapping pigment {
> gradient u
> color_map { [0 rgb 0] [0.05 rgb 0]
> [0.05 rgbft <0,0,0,1,1>] [1 rgbft <0,0,0,1,1>] }
> }
> }
> texture {
> uv_mapping pigment {
> gradient v
> color_map { [0 rgb 0] [0.05 rgb 0]
> [0.05 rgbft <0,0,0,1,1>] [1 rgbft <0,0,0,1,1>] }
> }
> }
> }
>
>
> regards,
> Christopher Creutzig
From my limited understanding of uv_mapping nuances in POV I'll say the
following:
Yes, it is possible. The above example will work with a few modifications.
The uv_mapping key word can be moved inside the pigment brackets to prevent
POV complaining about layering patterned textures. Also, as more of an
aside, face_indices as you have them give an out of range error.
Generally speaking, an object may have its uv vectors defined without
implicitly turning on uv mapping. To map a texture according to the defined
uv vectors, uv_mapping needs to be turned on within the texture definition.
Although, and this is where I get foggy, mesh2 objects can use the
uv_mapping keyword outside of the texture statement to globally activate uv
mapping for the object. Someone else needs to clarify this since I am not
finding explicit reference to this in the docs.
Abe
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