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Help! The image I wrapped around a sphere is reversed, like it is being
seen in a mirror. How do I unreverse it?
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Note: the image is in the correct orientation. It is stored as a BMP in
the OS2 subformat (the only subformat I could get to work.)
Chuck Roberts wrote:
>
> Help! The image I wrapped around a sphere is reversed, like it is being
> seen in a mirror. How do I unreverse it?
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Chuck Roberts wrote:
>
> Help! The image I wrapped around a sphere is reversed, like it is being
> seen in a mirror. How do I unreverse it?
Could you provide us with the sphere statement along with the image_map
portion of the code. It is hard to second guess without an example to
work with. We don't need the image or the rest of the scene but a little
goes a long ways.
--
Ken Tyler
See my 850+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html
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Here is the pertinent code:
#version 3
#include "colors.inc"
global_settings
{assumed_gamma 1.0
}
#default {texture {pigment { color Red } } };
// ----------------------------------------
camera
{
location <0.0, 1.5, -6.0>
direction 1.5*z
right 4/3*x
look_at <1.0, 0.0, 0.0>
}
//Earth
sphere
{<0,0,0> 1
texture { pigment
{
image_map
{
sys "earthmap.bmp" // supports gif, tga, png, sys (bmp)
map_type 1 // 1=spherical mapping
//interpolate 2 // smooth it
once // don't tile image, just one copy
}
// transform it to unit-size (-1 to +1)
// translate <0,180,0>
// scale .7 // make it unit-sized
rotate<0,180,180> //rotate on Y axis over n frames
}
finish {ambient 0.3}
}
scale 1
}
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Change the "rotate <0,180,180>", it's turning the whole thing upside
down and around. Try 'rotate <0,180,0> instead to see. Also be careful
of using multiple vector values in a rotation rather than multiple
individual rotations. You can't control the order otherwise.
Bob
Chuck Roberts <rob### [at] accn org> wrote in message
news:37C438BC.100EE10A@accn.org...
> Here is the pertinent code:
> #version 3
> #include "colors.inc"
> global_settings
> {assumed_gamma 1.0
> }
> #default {texture {pigment { color Red } } };
> // ----------------------------------------
> camera
> {
> location <0.0, 1.5, -6.0>
> direction 1.5*z
> right 4/3*x
> look_at <1.0, 0.0, 0.0>
> }
>
> file://Earth
> sphere
> {<0,0,0> 1
> texture { pigment
> {
> image_map
> {
> sys "earthmap.bmp" // supports gif, tga, png, sys (bmp)
> map_type 1 // 1=spherical mapping
> file://interpolate 2 // smooth it
> once // don't tile image, just one copy
>
> }
> // transform it to unit-size (-1 to +1)
> // translate <0,180,0>
> // scale .7 // make it unit-sized
> rotate<0,180,180> file://rotate on Y axis over n frames
> }
> finish {ambient 0.3}
> }
> scale 1
> }
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Oh, and never mind that 'once' keyword for spherical 'map_type 1',
doesn't do anything.
Bob
Bob Hughes <inv### [at] aol com> wrote in message
news:37c43a94@news.povray.org...
> Change the "rotate <0,180,180>", it's turning the whole thing upside
> down and around. Try 'rotate <0,180,0> instead to see. Also be
careful
> of using multiple vector values in a rotation rather than multiple
> individual rotations. You can't control the order otherwise.
>
> Bob
>
> Chuck Roberts <rob### [at] accn org> wrote in message
> news:37C438BC.100EE10A@accn.org...
> > Here is the pertinent code:
> > #version 3
> > #include "colors.inc"
> > global_settings
> > {assumed_gamma 1.0
> > }
> > #default {texture {pigment { color Red } } };
> > // ----------------------------------------
> > camera
> > {
> > location <0.0, 1.5, -6.0>
> > direction 1.5*z
> > right 4/3*x
> > look_at <1.0, 0.0, 0.0>
> > }
> >
> > file://Earth
> > sphere
> > {<0,0,0> 1
> > texture { pigment
> > {
> > image_map
> > {
> > sys "earthmap.bmp" // supports gif, tga, png, sys (bmp)
> > map_type 1 // 1=spherical mapping
> > file://interpolate 2 // smooth it
> > once // don't tile image, just one copy
> >
> > }
> > // transform it to unit-size (-1 to +1)
> > // translate <0,180,0>
> > // scale .7 // make it unit-sized
> > rotate<0,180,180> file://rotate on Y axis over n
frames
> > }
> > finish {ambient 0.3}
> > }
> > scale 1
> > }
>
>
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Bob Hughes wrote:
>
> Change the "rotate <0,180,180>", it's turning the whole thing upside
> down and around. Try 'rotate <0,180,0> instead to see. Also be careful
> of using multiple vector values in a rotation rather than multiple
> individual rotations. You can't control the order otherwise.
That doesn't work. No matter how I rotate it, the image is still
mirrored.
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Chuck Roberts wrote:
>
> Bob Hughes wrote:
> >
> > Change the "rotate <0,180,180>", it's turning the whole thing upside
> > down and around. Try 'rotate <0,180,0> instead to see. Also be careful
> > of using multiple vector values in a rotation rather than multiple
> > individual rotations. You can't control the order otherwise.
>
> That doesn't work. No matter how I rotate it, the image is still
> mirrored.
I just tried this with an earthmap that I have and it worked for me. If you
are having a problem with the image you are using maybe you should try reversing
it in a paint program ?
//Earth
sphere {<0,0,0> 1
texture {
pigment {
image_map { sys "earthmap.bmp" map_type 1 interpolate 2 }
translate -.5
rotate<0,180,0>
}
finish {ambient 0.3}
}
scale 1
}
--
Ken Tyler
See my 850+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html
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Works all right here. Just making the rotate <0,180,0> change (and
removing the semicolon from the default texture line)
I see the comment talking of "n frames" if you plan to animate this
use: rotate <0,180*clock,0> instead.
Sorry you aren't getting the expected result there. I can't think of
anything else besides artificially turning it around.
Bob
Chuck Roberts <rob### [at] accn org> wrote in message
news:37C44216.30839564@accn.org...
>
>
> Bob Hughes wrote:
> >
> > Change the "rotate <0,180,180>", it's turning the whole thing
upside
> > down and around. Try 'rotate <0,180,0> instead to see. Also be
careful
> > of using multiple vector values in a rotation rather than multiple
> > individual rotations. You can't control the order otherwise.
>
> That doesn't work. No matter how I rotate it, the image is still
> mirrored.
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Ken <tyl### [at] pacbell net> wrote:
: I just tried this with an earthmap that I have and it worked for me. If you
: are having a problem with the image you are using maybe you should try reversing
: it in a paint program ?
Perhaps it's easier to apply a scale <-1,1,1> to the pigment?
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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