POV-Ray : Newsgroups : povray.general : Slope map problem Server Time
5 Nov 2024 15:55:44 EST (-0500)
  Slope map problem (Message 1 to 3 of 3)  
From: Vaclav Cermak
Subject: Slope map problem
Date: 11 Dec 2006 09:18:49
Message: <457d68c9$1@news.povray.org>
Hi,

   I'am trying to create "box mapped" texture using slope_map, it looks like


...
	
   #declare _ArMa_pBM_compTable = array [7]
   #declare _ArMa_pBM_compTable[1] = array [6] { 0, 0, 0, 0, 0, 0 }
   #declare _ArMa_pBM_compTable[2] = array [6] { 0, 0, 0, 0, 1, 1 }
   #declare _ArMa_pBM_compTable[3] = array [6] { 0, 1, 0, 1, 2, 2 }
   #declare _ArMa_pBM_compTable[6] = array [6] { 0, 1, 2, 3, 4, 5 }

   #macro _ArMa_pBM_comp(From, Num)
     From[ _ArMa_pBM_compTable[ dimension_size(From, 1) ][ Num ] ]
   #end

   #macro ArMa_pBoxMap(Size, Pigments)
     #local _tmpPig0 = pigment {
       slope x
       pigment_map {
         [0.5 _ArMa_pBM_comp(Pigments, 3) rotate <0, 90, 0> translate 
<0, 0, Size.z>]
         [0.5 _ArMa_pBM_comp(Pigments, 1) rotate <0, -90, 0>]
       }
     }
     #local _tmpPig1 = pigment {
       slope z
       pigment_map {
         [0.25 _ArMa_pBM_comp(Pigments, 0)]
         [0.25 _tmpPig0]
         [0.75 _tmpPig0]
         [0.75 _ArMa_pBM_comp(Pigments, 2) rotate <0, 180, 0> translate 
<Size.x, 0, 0>]
       }
     }
     pigment {
       slope y
       pigment_map {
         [0.25 _ArMa_pBM_comp(Pigments, 4) rotate <-90, 0, 0> translate 
<0, 0, Size.z>]
         [0.25 _tmpPig1]
         [0.75 _tmpPig1]
         [0.75 _ArMa_pBM_comp(Pigments, 5) rotate <90, 0, 0>]
       }
     }
   #end

...

#declare Obj = box {
   <0, 0, 0>, <1, 1, 1>
   texture {
     ArMa_pBoxMap(<1, 1, 1>, array [6] {
       pigment {color rgb <1, 0, 0>}
       pigment {color rgb <0, 1, 0>}
       pigment {color rgb <0, 0, 1>}
       pigment {color rgb <1, 1, 0>}
       pigment {color rgb <1, 0, 1>}
       pigment {color rgb <0, 1, 1>}
     })
   }
   translate <-0.5, -0.5, -0.5>
}

union {
   object {Obj translate <-1.5, 0, 0>}
   object {Obj rotate <0, 45, 0>}
   object {Obj rotate <0, 90, 0> translate <1.5, 0, 0>}
   translate <0, 0.5, 0>
}

...


It partially works ... correctly for the first, unrotated cube. Second 
and third cubes looks like they are textured after transformation. It 
seems, that slope_map pattern is not affected by texture or object 
transformation...

   Does anybody know, how to fix this?

Regards

Vaclav


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From: Alain
Subject: Re: Slope map problem
Date: 11 Dec 2006 17:34:52
Message: <457ddd0c$1@news.povray.org>
Vaclav Cermak nous apporta ses lumieres en ce 2006-12-11 09:18:

> Hi,

>   I'am trying to create "box mapped" texture using slope_map, it looks like


> ...

>   #declare _ArMa_pBM_compTable = array [7]
>   #declare _ArMa_pBM_compTable[1] = array [6] { 0, 0, 0, 0, 0, 0 }
>   #declare _ArMa_pBM_compTable[2] = array [6] { 0, 0, 0, 0, 1, 1 }
>   #declare _ArMa_pBM_compTable[3] = array [6] { 0, 1, 0, 1, 2, 2 }
>   #declare _ArMa_pBM_compTable[6] = array [6] { 0, 1, 2, 3, 4, 5 }

>   #macro _ArMa_pBM_comp(From, Num)
>     From[ _ArMa_pBM_compTable[ dimension_size(From, 1) ][ Num ] ]
>   #end

>   #macro ArMa_pBoxMap(Size, Pigments)
>     #local _tmpPig0 = pigment {
>       slope x
>       pigment_map {
>         [0.5 _ArMa_pBM_comp(Pigments, 3) rotate <0, 90, 0> translate <0, 
> 0, Size.z>]
>         [0.5 _ArMa_pBM_comp(Pigments, 1) rotate <0, -90, 0>]
>       }
>     }
>     #local _tmpPig1 = pigment {
>       slope z
>       pigment_map {
>         [0.25 _ArMa_pBM_comp(Pigments, 0)]
>         [0.25 _tmpPig0]
>         [0.75 _tmpPig0]
>         [0.75 _ArMa_pBM_comp(Pigments, 2) rotate <0, 180, 0> translate 
> <Size.x, 0, 0>]
>       }
>     }
>     pigment {
>       slope y
>       pigment_map {
>         [0.25 _ArMa_pBM_comp(Pigments, 4) rotate <-90, 0, 0> translate 
> <0, 0, Size.z>]
>         [0.25 _tmpPig1]
>         [0.75 _tmpPig1]
>         [0.75 _ArMa_pBM_comp(Pigments, 5) rotate <90, 0, 0>]
>       }
>     }
>   #end

> ...

> #declare Obj = box {
>   <0, 0, 0>, <1, 1, 1>
>   texture {
>     ArMa_pBoxMap(<1, 1, 1>, array [6] {
>       pigment {color rgb <1, 0, 0>}
>       pigment {color rgb <0, 1, 0>}
>       pigment {color rgb <0, 0, 1>}
>       pigment {color rgb <1, 1, 0>}
>       pigment {color rgb <1, 0, 1>}
>       pigment {color rgb <0, 1, 1>}
>     })
>   }
>   translate <-0.5, -0.5, -0.5>
> }

> union {
>   object {Obj translate <-1.5, 0, 0>}
>   object {Obj rotate <0, 45, 0>}
>   object {Obj rotate <0, 90, 0> translate <1.5, 0, 0>}
>   translate <0, 0.5, 0>
> }

> ...


> It partially works ... correctly for the first, unrotated cube. Second 
> and third cubes looks like they are textured after transformation. It 
> seems, that slope_map pattern is not affected by texture or object 
> transformation...

>   Does anybody know, how to fix this?

> Regards

> Vaclav

Try rotating the slope vectors to match that of your object.

-- 
Alain
-------------------------------------------------
To compel a man to furnish funds for the propagation of ideas he disbelieves
and abhors is sinful and tyrannical.
Thomas Jefferson


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From: Random Pete
Subject: Re: Slope map problem
Date: 13 Dec 2006 05:55:00
Message: <web.457fdb8f9d3f2d3b4f9f155d0@news.povray.org>
Vaclav Cermak <dis### [at] disnelcom> wrote:
> Hi,
>
>    I'am trying to create "box mapped" texture using slope_map, it looks like
[...]

Try applying the texture *after* the transformation, see if that makes any
difference. I think because the slope map *depends* on surface angles, it
will not necessarily work the way you might expect before/after
transformation:

#declare Obj = box {
   <0, 0, 0>, <1, 1, 1>
   translate <-0.5, -0.5, -0.5>
}

#declare Tex =
   texture {
     ArMa_pBoxMap(<1, 1, 1>, array [6] {
       pigment {color rgb <1, 0, 0>}
       pigment {color rgb <0, 1, 0>}
       pigment {color rgb <0, 0, 1>}
       pigment {color rgb <1, 1, 0>}
       pigment {color rgb <1, 0, 1>}
       pigment {color rgb <0, 1, 1>}
     })
   }

union {
   object {Obj translate <-1.5, 0, 0> texture { Tex } }
   object {Obj rotate <0, 45, 0> texture { Tex } }
   object {Obj rotate <0, 90, 0> translate <1.5, 0, 0> texture { Tex } }
   translate <0, 0.5, 0>
}


.... The other problem could be that (iirc) sometimes the texture of the
first object in a union can override that of other objects, unless they
have their own individual textures defined. Either way the above code
should fix it.

Pete


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