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Wasn't it Bin2Hex who wrote:
>Hi all,
>
>I've worked some time ago with PovRay for a little time and now I needed to
>do a simple thing, but don't know how to do it.
>
>How can I have a different texture in each side of a box?
>
>I know how to create the textures and the box and all the rest I need, but
>don't know how to assign a different texture to each side.
You could uv_map the box, or you could replace the box by an
intersection of planes (like the way "cube" used to be defined in early
versions of POV).
// Write a macro, so we don't have to check the order of the X Y and Z
// values manually.
#macro CUBE(P1,P2,T1,T2,T3,T4,T5,T6)
#local X1=min(P1.x,P2.x);
#local X2=max(P1.x,P2.x);
#local Y1=min(P1.y,P2.y);
#local Y2=max(P1.y,P2.y);
#local Z1=min(P1.z,P2.z);
#local Z2=max(P1.z,P2.z);
intersection {
plane { x, X2 texture {T1}}
plane {-x,-X1 texture {T2}}
plane { y, Y2 texture {T3}}
plane {-y,-Y1 texture {T4}}
plane { z, Z2 texture {T5}}
plane {-z,-Z1 texture {T6}}
}
#end
//Invoke the macro, passing it the points at opposite corners
//and six textures
CUBE(<0,0,0>,<1,1,1>,
texture{pigment{rgb x}},
texture{pigment{rgb x}},
texture{pigment{rgb y}},
texture{pigment{rgb y}},
texture{pigment{rgb z}},
texture{pigment{rgb z}}
)
--
Mike Williams
Gentleman of Leisure
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In article <pNW### [at] econymdemoncouk>,
Mike Williams <nos### [at] econymdemoncouk> wrote:
> You could uv_map the box, or you could replace the box by an
> intersection of planes (like the way "cube" used to be defined in early
> versions of POV).
You should add "bounded_by {box {P1, P2}}" to that intersection. POV-Ray
is incapable of automatically bounding that shape, since it is just an
intersection of infinite shapes.
Anyway, that is likely to be slower than an actual box. You could also
use a mesh, or a more complex pattern...there are many ways one could do
it with a pattern.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tagpovrayorg>
http://tag.povray.org/
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