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Hi all,
I'm pretty new to POV, so please forgive me if it's an easy question.
I'm asking this only after searching both this news group and the web.
I have a mesh2 object and I'm already using different textures
(pigments, mostly) at the verticies. Now I'd like to apply a new texture
(a finish) to the entire mesh object, but can't figure out how to do it.
I'd rather not include the same finish in the texture block for each
vertex, as this file is already pretty large (>200 MB).
Thanks,
Eamon
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On 20 Feb 2004 15:03:28 -0500, Eamon Caddigan <eca### [at] uiucedu> wrote:
> Now I'd like to apply a new texture
> (a finish) to the entire mesh object, but can't figure out how to do it.
I think chapter "6.2.4 The #default Directive" is what you are looking for.
ABX
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ABX <abx### [at] abxartpl> wrote:
> On 20 Feb 2004 15:03:28 -0500, Eamon Caddigan <eca### [at] uiucedu> wrote:
>> Now I'd like to apply a new texture
>> (a finish) to the entire mesh object, but can't figure out how to do it.
>
> I think chapter "6.2.4 The #default Directive" is what you are looking for.
Thanks! This does the trick, but I need to restore the original default
after each mesh2 object if the texture is to affect that object only.
-Eamon
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news:slr### [at] cardiffksuiucedu...
> I have a mesh2 object and I'm already using different textures
> (pigments, mostly) at the verticies. Now I'd like to apply a new texture
> (a finish) to the entire mesh object, but can't figure out how to do it.
>
> I'd rather not include the same finish in the texture block for each
> vertex, as this file is already pretty large (>200 MB).
There's something I'm not sure I understand... It seems that you have one
texture for each vertex, which seems to defeat the idea of having a compact
format like mesh2 in the first place.
Usually, the textures in a mesh2 object are neatly packed in the
texture_list{} part and all you have to do is to declare them externally
before the mesh is loaded.
#declare T1=..
#declare T2=..
and then mesh2{... texture_list{4, texture{T1}texure{T2}...} ...}
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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Gilles Tran <tra### [at] inapginrafr> wrote:
> news:slr### [at] cardiffksuiucedu...
>> I have a mesh2 object and I'm already using different textures
>> (pigments, mostly) at the verticies. Now I'd like to apply a new texture
>> (a finish) to the entire mesh object, but can't figure out how to do it.
>>
>> I'd rather not include the same finish in the texture block for each
>> vertex, as this file is already pretty large (>200 MB).
>
> There's something I'm not sure I understand... It seems that you have one
> texture for each vertex, which seems to defeat the idea of having a compact
> format like mesh2 in the first place.
> Usually, the textures in a mesh2 object are neatly packed in the
> texture_list{} part and all you have to do is to declare them externally
> before the mesh is loaded.
> #declare T1=..
> #declare T2=..
> and then mesh2{... texture_list{4, texture{T1}texure{T2}...} ...}
I should confess that I'm writing code to export POV scenes from another
program. I plan to specify /only/ the uniqe textures used for the object
in the texture list soon, but for now I'm just trying to get things to
work.
On a related note, is it possible to create vertex-shaded triangles
outside of mesh objects? smooth_triangle only accepts a single color for
the entire triangle.
-Eamon
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Eamon Caddigan wrote:
> On a related note, is it possible to create vertex-shaded triangles
> outside of mesh objects? smooth_triangle only accepts a single color for
> the entire triangle.
See - http://www.geocities.com/SiliconValley/Lakes/1434/otherincludes.html
--
Ken Tyler
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