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Hi.
I'm trying to get a gif file into my raytraced picture. I want to place
it as some typ of sign but somehow I don't get it working. I only get a
blank plane with this source code:
----
#include "colors.inc"
global_settings { ambient_light rgb<1, 1, 1> }
light_source {
<1, 1, 1>
color White
}
camera {
location <0, 3, 0>
look_at <0, 0, 0>
}
plane {
<0, 1, 0>,0
texture {
pigment {
image_map {
gif "test.gif"
}
}
}
}
----
The gif file is the logo in the upper right portion of
http://www.daani.de/. I just renamed it for my purpose.
And I just do not know where my error is.
Greetings,
Maik Schmidt
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plane {
<0, 1, 0>,0
texture {
pigment {
image_map {
gif "test.gif"
}
translate -0.5 scale 1 rotate 90*x
}
}
}
is what you are needing if you want it centered and showing as a floor or
ceiling oriented image. To explain further, you would need to adjust
position (size too) from the pigment statement for a y plane like yours. The
default is for z plane instead, with the lower left corner being at <0,0,0>
then up and right one unit to <1,1,0>. The depth infinite along z. Notice
that you transform it from the pigment statement and not from the image_map
statement. However, you'll need to add the keyword 'once' to image_map to
prevent tiling.
My translate -0.5 infers a <-0.5,-0.5,-0.5>, where z doesn't matter since it
will project all along that axis, so that it will be centered and when
scaling will expand or contract from the <0,0,0> coordinate and also rotate
around that point instead of a corner of the image. For me that's the
easiest way to work with it, you could do it differently if you like. Main
thing is that you understand the the defaults for image_map are to place it
on the z plane going from <0,0,0> to <1,1,0>. You've simply ended up with a
image as an infinitely small line across a y plane so it's invisible.
Bob H.
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Hi,
Hughes, B. wrote:
> is what you are needing if you want it centered and showing as a floor or
> ceiling oriented image. To explain further, you would need to adjust
> position (size too) from the pigment statement for a y plane like yours. The
> default is for z plane instead, with the lower left corner being at <0,0,0>
> then up and right one unit to <1,1,0>.
Thank you. Now it works fine.. I've just overviewed this 90 degree turn
of my plane.
I can finish my macro now...
Greetings,
Maik Schmidt
--
http://home.t-online.de/home/callan/container2.gif
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On Sun, 22 Jun 2003 06:23:56 -0400, Maik Schmidt wrote:
> Hi,
>
> Hughes, B. wrote:
>> is what you are needing if you want it centered and showing as a floor
>> or ceiling oriented image. To explain further, you would need to adjust
>> position (size too) from the pigment statement for a y plane like
>> yours. The default is for z plane instead, with the lower left corner
>> being at <0,0,0> then up and right one unit to <1,1,0>.
>
> Thank you. Now it works fine.. I've just overviewed this 90 degree turn
> of my plane.
>
> I can finish my macro now...
I find this to be more generally useful.
mesh {
triangle{<-1,1,0> <1,1,0> <-1,-1,0>}
triangle{<-1,-1,0> <1,1,0> <1,-1,0>}
texture {pigment {image_map{png "image.png"
once map_type 0}} }
finish{ambient .6 roughness .01} }
It is finite and scalable to the size of the image and so forth. And if
you make a finer mesh and apply a sine wave you can make it wave like a
flag in the wind.
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Hi.
skrillian wrote:
>>>is what you are needing if you want it centered and showing as a floor
>>>or ceiling oriented image. To explain further, you would need to adjust
>>>position (size too) from the pigment statement for a y plane like
>>>yours. The default is for z plane instead, with the lower left corner
>>>being at <0,0,0> then up and right one unit to <1,1,0>.
>>
>>Thank you. Now it works fine.. I've just overviewed this 90 degree turn
>>of my plane.
>>
>>I can finish my macro now...
> I find this to be more generally useful.
8< 8< 8< 8< 8< 8<
Thanks but the other hint was quite enough. I was just wondering why my
texture did not appear. I placed it on my container anyway, so I do not
need to make it waving ^^;
Sincerely,
Maik Schmidt
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