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Hi All,
I have one question. Assume I have a union of several objects (each with its own
texture). Is it possible to disable these textures without using #if statements
and apply another texture X for the union (like pigment{Red}) ?
Thank you very much!
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> Hi All,
>
> I have one question. Assume I have a union of several objects (each with its own
> texture). Is it possible to disable these textures without using #if statements
> and apply another texture X for the union (like pigment{Red}) ?
>
> Thank you very much!
>
>
Any texture applied to a given object always override any texture
applied to the union.
You can comment out some textures.
You can use some #if statement to conditionaly disable any texture.
You can use the quick_color feature and use a lower quality setting.
For that, you add quick_color Some_Pigment at the end of the texture
block or after the pigment statement, and reduce the quality to a value
of 5 or less.
You can set the quality by using +qn on the command line like +q5.
Alain
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Alain <kua### [at] videotronca> wrote:
> > Hi All,
> >
> > I have one question. Assume I have a union of several objects (each with its own
> > texture). Is it possible to disable these textures without using #if statements
> > and apply another texture X for the union (like pigment{Red}) ?
> >
> > Thank you very much!
> >
> >
>
> Any texture applied to a given object always override any texture
> applied to the union.
>
> You can comment out some textures.
> You can use some #if statement to conditionaly disable any texture.
> You can use the quick_color feature and use a lower quality setting.
> For that, you add quick_color Some_Pigment at the end of the texture
> block or after the pigment statement, and reduce the quality to a value
> of 5 or less.
> You can set the quality by using +qn on the command line like +q5.
>
>
>
> Alain
I have tried disabling all the possible textures conditionally and then having a
object representing the union of all the other objects that make the scene.
#declare allObjects = union {
....
}
object {
allObjects
pigment {Red}
finish {ambient 1 diffuse 0}
}
However, this yields to such a picture:
http://s17.postimage.org/j30sg07a7/1st_pass.png
As you can see some parts are black, while the white part is this way probably
because it's infinity. I really cannot understand what textures I have not
disabled that yield to such a picture. In fact, when I look at the those
specific objects there's nothing wrong to me.
I am using MegaPov (I got used to it since I've a Mac) and I am afraid I cannot
set the quality parameter up.
Also, I don't get why a pigment/texture applied to all the union does not
overwrite all the other pigments/textures.
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"sic2" <nomail@nomail> wrote:
> Alain <kua### [at] videotronca> wrote:
> > > Hi All,
> > >
> > > I have one question. Assume I have a union of several objects (each with its own
> > > texture). Is it possible to disable these textures without using #if statements
> > > and apply another texture X for the union (like pigment{Red}) ?
> > >
> > > Thank you very much!
> > >
> > >
> >
> > Any texture applied to a given object always override any texture
> > applied to the union.
> >
> > You can comment out some textures.
> > You can use some #if statement to conditionaly disable any texture.
> > You can use the quick_color feature and use a lower quality setting.
> > For that, you add quick_color Some_Pigment at the end of the texture
> > block or after the pigment statement, and reduce the quality to a value
> > of 5 or less.
> > You can set the quality by using +qn on the command line like +q5.
> >
> >
> >
> > Alain
>
> I have tried disabling all the possible textures conditionally and then having a
> object representing the union of all the other objects that make the scene.
>
> #declare allObjects = union {
>
> ....
> }
>
>
> object {
> allObjects
> pigment {Red}
> finish {ambient 1 diffuse 0}
> }
>
> However, this yields to such a picture:
> http://s17.postimage.org/j30sg07a7/1st_pass.png
>
> As you can see some parts are black, while the white part is this way probably
> because it's infinity. I really cannot understand what textures I have not
> disabled that yield to such a picture. In fact, when I look at the those
> specific objects there's nothing wrong to me.
>
> I am using MegaPov (I got used to it since I've a Mac) and I am afraid I cannot
> set the quality parameter up.
>
> Also, I don't get why a pigment/texture applied to all the union does not
> overwrite all the other pigments/textures.
In addition to my previous message.
Is it possible that some of the objects appear "black" because of their concave
shape? (some of the objects, in fact, are bowls, vases, boxes, etc).
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On 01/06/2012 7:58 PM, sic2 wrote:
>> Also, I don't get why a pigment/texture applied to all the union does not
>> overwrite all the other pigments/textures.
>
It is a philosophical thing. Look at it the other way round.
You can texture the whole object using a texture in the union and
texture individual components with their own texture.
> In addition to my previous message.
>
> Is it possible that some of the objects appear "black" because of their concave
> shape? (some of the objects, in fact, are bowls, vases, boxes, etc).
>
I would check the message window and see if there is a line that reads
something like:
Rays: 1046865 Saved: 39883 Max Level: 5/5
The important bit is:
Max Level: 5/5
Which means that the Max_Trace_Level is set to 5 and the level has been
reached. Try increasing it in the global_settings. For instance;
global_settings { max_intersections 25}
--
Regards
Stephen
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Am 01.06.2012 20:28, schrieb sic2:
> Also, I don't get why a pigment/texture applied to all the union does not
> overwrite all the other pigments/textures.
Because it's a feature.
This way you can, for instance, model a car in such a way that you can
easily change its color while leaving the windows transparent.
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> Alain<kua### [at] videotronca> wrote:
>>> Hi All,
>>>
>>> I have one question. Assume I have a union of several objects (each with its own
>>> texture). Is it possible to disable these textures without using #if statements
>>> and apply another texture X for the union (like pigment{Red}) ?
>>>
>>> Thank you very much!
>>>
>>>
>>
>> Any texture applied to a given object always override any texture
>> applied to the union.
>>
>> You can comment out some textures.
>> You can use some #if statement to conditionaly disable any texture.
>> You can use the quick_color feature and use a lower quality setting.
>> For that, you add quick_color Some_Pigment at the end of the texture
>> block or after the pigment statement, and reduce the quality to a value
>> of 5 or less.
>> You can set the quality by using +qn on the command line like +q5.
>>
>>
>>
>> Alain
>
> I have tried disabling all the possible textures conditionally and then having a
> object representing the union of all the other objects that make the scene.
>
> #declare allObjects = union {
>
> ....
> }
>
>
> object {
> allObjects
> pigment {Red}
> finish {ambient 1 diffuse 0}
> }
>
> However, this yields to such a picture:
> http://s17.postimage.org/j30sg07a7/1st_pass.png
>
> As you can see some parts are black, while the white part is this way probably
> because it's infinity. I really cannot understand what textures I have not
> disabled that yield to such a picture. In fact, when I look at the those
> specific objects there's nothing wrong to me.
>
> I am using MegaPov (I got used to it since I've a Mac) and I am afraid I cannot
> set the quality parameter up.
The default quality level is +q9. I proposed to LOWER the quality to +q5
or LOWER. You can set it by using an ini file or a command line parameter.
The quality setting should work using megapov.
>
> Also, I don't get why a pigment/texture applied to all the union does not
> overwrite all the other pigments/textures.
>
>
>
>
megapov is an experimental build used to test features fefore it could
be envisaged to include them in POV-Ray.
Any scene made with any version of megapov may no longer work as
expected with the next version, and often get totaly broken if you try
to render them on the official version.
You realy don't need megapov on a Mac, there is an official Mac version
for 3.6.1 and an approved unofficial version of 3.7RC5.
There have been regular Mac builds for a realy LONG time, think version
2.0...
Why a texture applied to a CSG object don't override that of it's
constituent objects:
That's to enable to have a general texture applied to a complex object
while permiting specific elements to have their own texture, or even
some totaly different full material.
If the overall texture did override that of the components, you'd be
stuck needing to always apply your identical texture to every single
component every time you only need any component to have a different
texture than the whole CSG, or always only having a single texture for
your object. It makes the whole description of the object much clearer
with the additional bonus of reducing the memory useage.
Alain
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> "sic2"<nomail@nomail> wrote:
>> Alain<kua### [at] videotronca> wrote:
>>>> Hi All,
>>>>
>>>> I have one question. Assume I have a union of several objects (each with its own
>>>> texture). Is it possible to disable these textures without using #if statements
>>>> and apply another texture X for the union (like pigment{Red}) ?
>>>>
>>>> Thank you very much!
>>>>
>>>>
>>>
>>> Any texture applied to a given object always override any texture
>>> applied to the union.
>>>
>>> You can comment out some textures.
>>> You can use some #if statement to conditionaly disable any texture.
>>> You can use the quick_color feature and use a lower quality setting.
>>> For that, you add quick_color Some_Pigment at the end of the texture
>>> block or after the pigment statement, and reduce the quality to a value
>>> of 5 or less.
>>> You can set the quality by using +qn on the command line like +q5.
>>>
>>>
>>>
>>> Alain
>>
>> I have tried disabling all the possible textures conditionally and then having a
>> object representing the union of all the other objects that make the scene.
>>
>> #declare allObjects = union {
>>
>> ....
>> }
>>
>>
>> object {
>> allObjects
>> pigment {Red}
>> finish {ambient 1 diffuse 0}
>> }
>>
>> However, this yields to such a picture:
>> http://s17.postimage.org/j30sg07a7/1st_pass.png
>>
>> As you can see some parts are black, while the white part is this way probably
>> because it's infinity. I really cannot understand what textures I have not
>> disabled that yield to such a picture. In fact, when I look at the those
>> specific objects there's nothing wrong to me.
>>
>> I am using MegaPov (I got used to it since I've a Mac) and I am afraid I cannot
>> set the quality parameter up.
>>
>> Also, I don't get why a pigment/texture applied to all the union does not
>> overwrite all the other pigments/textures.
>
> In addition to my previous message.
>
> Is it possible that some of the objects appear "black" because of their concave
> shape? (some of the objects, in fact, are bowls, vases, boxes, etc).
>
>
>
No, the shape should not bne an isue apart from some self shadowing. As
you use ambient 1, this should not be an isue.
It looks like the "offending" objects are rather complexe compound
objects themself? Possibly with several levels of CSG probably defined
in several places, including some include files. And that, somewho, the
have an explicite black pigment, or an ambient 0 in a lightless scene?
Any #include directive outside your union? Some bad includes contain
undeclared objects that will apears by themself. Those are best used
this way:
#declare Some_Object = #include "bad include.inc"
What do you get by removing that ambient 0, adding a reasonable diffuse
value and using some light?
What about rendering using +q0? This will render as if EVERY single
textures had ambient 1 and ignoring any light.
Alain
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clipka wrote:
> Because it's a feature.
maybe a keyword override_textures, similar to cutaway_textures,
would be useful to allow both use cases for CSG operations.
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Am 02.06.2012 11:47, schrieb Christian Froeschlin:
> clipka wrote:
>
>> Because it's a feature.
>
> maybe a keyword override_textures, similar to cutaway_textures,
> would be useful to allow both use cases for CSG operations.
I do agree.
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