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hughes b wrote:
> Should just be a matter of using a planar image_map, unless you're seeing
> too much distortion from curvature. And that's a real possibility since
> your scene script shows the sphere isn't flattened out any.
> Getting the image_map on there is simple enough, just needs centering,
> scaling and rotating.
>
> texture {
> pigment {
> image_map {
> sys "help-1.bmp" // gif is not supported in v3.5
> once // prevent tiling
> interpolate 2 // smoother
> }
> translate -0.5
> scale <1,1,1> // however needed to fit
> rotate 90*x // to place onto y plane
> }
> }
>
> This texture needs to overlay the underlying one, layered texture-style,
> second place. You could put the texturing into the union of the whole object
> since it is all centered on the y axis.
>
> If you are going to need uv mapping or a uv warp, so that the surface is
> conformed to better, I think someone else will have to advise you on that.
> Or just look it up in the v3.5 scene help.
>
>
>
Thank you so much for the guidence :-)
http://www.hostriot.com/072002/help-3.png
I used PNG transparency to get it out correctly and scaled it to the
right size so that that for the "Player 2" start button I can hopefully
figure out a way to get a second one in there (Maybe do another image
map but with another figure side by side).
Thanks a bunch, you've been more than just helpful :-D
-Jon
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TinCanMan wrote:
> You would probably be better to use an image_pattern texture than just an
> image_map. Image map only applies to pigment, whereas image_pattern lets
> you apply different textures for each part of the image, for example if you
> wanted the man to have a bumpy normal and the rest to be smooth.
> See 6.7.11.20 for information on how it works
>
> Here is a sample for you. The first thing you need to do though is to
> negative the image so the white part is black and the black part is white.
> This is because image_pattern uses the greyscale value, anything outside the
> image has a greyscale value of 0, so you want the area surrounding the man
> to be the same so you don't have a square where the image is.
>
> //start
> #declare button =
> union{
> cylinder{<0,0,0> <0,.5,0>,1.1 }
> difference{
> sphere{<0,0,0>,1.2 }
> box{<-5,.2,-5> <5,5,5>}
> box{<-5,-5,-5> <5,0,5>}
> translate .5*y
> }
> difference{
> cylinder{<0,.5,0> <0,1,0>,.9}
> sphere{<0,2,0>,1.2 scale<1.1,1,1.1> }
> }
> difference{
> torus{.8,.1 }
> box{<-5,0,-5> <5,-5,5>}
> translate 1*y
> }
> texture{
> image_pattern{gif "help-1.gif" once}//once to avoid repeating texture
> texture_map{
> [0 texture1] //texture where image is black and outside image
> [1 texture2] //texture where image is white
> }
> rotate x*90
> translate <-1/2,0,-1/2>
> scale <1,1,1.3> //image originally mapped an x-y plane from <0,0> to
> <1,1>, rotate translate and scale to suit
> }
> }
> //end
>
> -tgq
>
>
Interesting, thank you for bringing this to my attention. The
suggestion given to me by hughes b has worked perfectly, so I do not
believe for this project I'll need to take the method you suggest.
Although, now that I am aware of it and it's potenial I'm sure I'll end
up using it sometime within this or another project. Thank you very
much for the feedback and the time you've spent helping me :-)
-Jon
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> I used PNG transparency to get it out correctly and scaled it to the
> right size so that that for the "Player 2" start button I can hopefully
> figure out a way to get a second one in there (Maybe do another image
> map but with another figure side by side).
Don't do something silly like that ;)
You can just reuse the image and duplicate it. There are several ways to do
this. Here's one:
#declare button =
union{
cylinder{<0,0,0> <0,.5,0>,1.1 }
difference{
sphere{<0,0,0>,1.2 }
box{<-5,.2,-5> <5,5,5>}
box{<-5,-5,-5> <5,0,5>}
translate .5*y
}
difference{
cylinder{<0,.5,0> <0,1,0>,.9}
sphere{<0,2,0>,1.2 scale<1.1,1,1.1> }
}
difference{
torus{.8,.1 }
box{<-5,0,-5> <5,-5,5>}
translate 1*y
}
texture{
image_pattern{gif "help-1.gif" once}//once to avoid repeating texture
texture_map{
[0
image_pattern{gif "help-1.gif" once}//once to avoid repeating
texture
texture_map{
[0 texture1] //texture where image is black and outside image
[1 texture2] //texture where image is white
}
translate <1,0,0>
]
[1 texture2]
}
rotate x*90
translate <-1,0,-1/2>
scale <.6,1,1>
}
}
-tgq
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> Interesting, thank you for bringing this to my attention. The
> suggestion given to me by hughes b has worked perfectly, so I do not
> believe for this project I'll need to take the method you suggest.
> Although, now that I am aware of it and it's potenial I'm sure I'll end
> up using it sometime within this or another project. Thank you very
> much for the feedback and the time you've spent helping me :-)
The difference between the image_map solution and image_pattern solution is
image_pattern allows you to apply different finishes and normals to each
part of the image map, but if this isn't needed than image_map may be all
you need.
-tgq
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TinCanMan wrote:
> The difference between the image_map solution and image_pattern solution is
> image_pattern allows you to apply different finishes and normals to each
> part of the image map, but if this isn't needed than image_map may be all
> you need.
>
> -tgq
Ahh, yes yes, by your method I do understand that I would get the full
view of it interacting with my finish/normal statements. The image_map
method has proved to be very sucessful in this case. If for some reason
I'm not satisfied with the image_map method, I will definately follow
your image_pattern method. Thank you very much, both you guys :-)
Pretty much the finalized image of the start buttons.
http://www.hostriot.com/072002/help-4.png
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"Jon B" <prm### [at] indecisions org> wrote in message
news:3D3### [at] indecisions org...
>
> Ahh, yes yes, by your method I do understand that I would get the full
> view of it interacting with my finish/normal statements. The image_map
> method has proved to be very sucessful in this case. If for some reason
> I'm not satisfied with the image_map method, I will definately follow
> your image_pattern method. Thank you very much, both you guys :-)
>
> Pretty much the finalized image of the start buttons.
>
> http://www.hostriot.com/072002/help-4.png
YW from me, glad that is all you wanted to get done. Thought it was more
complex a question. I agree that the image pattern would help distinguish
between the imprints and plastic, just that it might not seem neccessary for
this depending on the lighting angles and scale.
Looking at the button again I think you need the torus to drop lower on the
inside edge. Although it would then begin curving away from the central
depression requiring another torus to reverse the curve direction back
inward. In other words a second, smaller, clipped torus at the conjunction
of the first and the sphere.
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hughes b wrote:
> "Jon B" <prm### [at] indecisions org> wrote in message
> news:3D3### [at] indecisions org...
>
>>Ahh, yes yes, by your method I do understand that I would get the full
>>view of it interacting with my finish/normal statements. The image_map
>>method has proved to be very sucessful in this case. If for some reason
>>I'm not satisfied with the image_map method, I will definately follow
>>your image_pattern method. Thank you very much, both you guys :-)
>>
>>Pretty much the finalized image of the start buttons.
>>
>>http://www.hostriot.com/072002/help-4.png
>
>
> YW from me, glad that is all you wanted to get done. Thought it was more
> complex a question. I agree that the image pattern would help distinguish
> between the imprints and plastic, just that it might not seem neccessary for
> this depending on the lighting angles and scale.
>
> Looking at the button again I think you need the torus to drop lower on the
> inside edge. Although it would then begin curving away from the central
> depression requiring another torus to reverse the curve direction back
> inward. In other words a second, smaller, clipped torus at the conjunction
> of the first and the sphere.
>
>
>
http://www.hostriot.com/072002/New-Buttons.jpg
I'm was redoing the buttons because I didn't like how they looked.
Right now I'll be adding a slightly more curved edge at the ring on top
of the button. I also switched over to the image_pattern method which I
found to work better since now I get the phong interaction with the lights.
-Jon
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> http://www.hostriot.com/072002/New-Buttons.jpg
>
> I'm was redoing the buttons because I didn't like how they looked.
> Right now I'll be adding a slightly more curved edge at the ring on top
> of the button. I also switched over to the image_pattern method which I
> found to work better since now I get the phong interaction with the
lights.
Looks good so far.
You should still get the phong interaction with image_map if you specify it
in the finish. The difference would be that you could have a different
phong value for the image and for the rest of the button with image_pattern.
If you are having dificulty getting the shape you want with CSG, you may
want to look at 'surface of revolution' or 'lathe'
-tgq
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"Jon B" <prm### [at] indecisions org> wrote in message
news:3D3### [at] indecisions org...
>
> http://www.hostriot.com/072002/New-Buttons.jpg
>
> I'm was redoing the buttons because I didn't like how they looked.
> Right now I'll be adding a slightly more curved edge at the ring on top
> of the button. I also switched over to the image_pattern method which I
> found to work better since now I get the phong interaction with the
lights.
Looks okay. Could use some bump mapping to raise the imprints slightly so it
isn't absolutely flush with the button surface. Would need to reuse the
image in a normal statement as a bump_map (done like image_map in pigment
was) and make it negative bump_size I guess, otherwise you'll need a
negative color image.
Not sure of how much it matters but maybe something to try.
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TinCanMan wrote:
>>http://www.hostriot.com/072002/New-Buttons.jpg
>>
>>I'm was redoing the buttons because I didn't like how they looked.
>>Right now I'll be adding a slightly more curved edge at the ring on top
>>of the button. I also switched over to the image_pattern method which I
>>found to work better since now I get the phong interaction with the
>
> lights.
>
> Looks good so far.
>
> You should still get the phong interaction with image_map if you specify it
> in the finish. The difference would be that you could have a different
> phong value for the image and for the rest of the button with image_pattern.
>
> If you are having dificulty getting the shape you want with CSG, you may
> want to look at 'surface of revolution' or 'lathe'
> -tgq
>
>
http://www.hostriot.com/072002/Buttons-2.png
I changed the cylinder getting cut by the sphere with the guy on it to a
superellipsoid object. It allowed me to make a cylinder object with
rounded top. Much easier and less code :-)
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