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So I have:
texture {
uv_mapping function { ...something in terms of x and y... }
texture_map {
[... Texture1]
[... Texture2]
[...etc...]
}
}
Looking at the results, it appears that the uv_mapping transformation of
the texture coordinates doesn't just apply to the outer texture's
function; it also applies to Texture1, Texture2 etc. That is, the inner
textures are calculated in terms of (u,v) as well.
Is there a way I can get the inner textures to be calculated in terms of
(x,y,z) and only have the uv_mapping being applied when selecting a
texture from the texture_map?
--
┌─── dg@cowlark.com ─────
http://www.cowlark.com ─────
│ "There does not now, nor will there ever, exist a programming
│ language in which it is the least bit hard to write bad programs." ---
│ Flon's Axiom
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Le 13-12-08 09:49, David Given a écrit :
> So I have:
>
> texture {
> uv_mapping function { ...something in terms of x and y... }
>
> texture_map {
> [... Texture1]
> [... Texture2]
> [...etc...]
> }
> }
>
> Looking at the results, it appears that the uv_mapping transformation of
> the texture coordinates doesn't just apply to the outer texture's
> function; it also applies to Texture1, Texture2 etc. That is, the inner
> textures are calculated in terms of (u,v) as well.
>
> Is there a way I can get the inner textures to be calculated in terms of
> (x,y,z) and only have the uv_mapping being applied when selecting a
> texture from the texture_map?
>
Not tested.
Did you try using the UV maping inside the texture_map?
Something like this:
texture {
//uv_mapping function { ...something in terms of x and y... }
texture_map {
[... uv_maping Texture1]
[... Texture2]
[...etc...]
}
}
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On 08/12/13 19:01, Alain wrote:
[...]
> Not tested.
> Did you try using the UV maping inside the texture_map?
That doesn't work, but you gave me an idea, and this does:
texture
{
pigment_pattern
{
uv_mapping function { x }
pigment_map
{
[0 rgb <0, 0, 0>]
[1 rgb <1, 1, 1>]
}
}
texture_map
{
[0 XYZ_Texture]
...
}
}
XYZ_Texture is evaluated using XYZ coordinates, even though the texture
is selected using the U ordinate. It's kind of evil, but it works. Thanks!
--
┌─── dg@cowlark.com ─────
http://www.cowlark.com ─────
│ "There does not now, nor will there ever, exist a programming
│ language in which it is the least bit hard to write bad programs." ---
│ Flon's Axiom
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