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I'm wondering how to import alpha images as a texture and made the opaque
colors a side of a box object. Please contact me!
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news:420beaf9$1@news.povray.org...
> I'm wondering how to import alpha images as a texture and made the opaque
> colors a side of a box object. Please contact me!
>
>
I'm not sure I get fully what you mean by "made the opaque colors a side of
a box object."
Marc
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I mean like a cookie cutter effect with the transparent parts. So if its
fully transparent it would cut out the other parts.
"Marc Jacquier" <jac### [at] wanadoofr> wrote in message
news:420dc6ef@news.povray.org...
>
> news:420beaf9$1@news.povray.org...
>> I'm wondering how to import alpha images as a texture and made the opaque
>> colors a side of a box object. Please contact me!
>>
>>
> I'm not sure I get fully what you mean by "made the opaque colors a side
> of
> a box object."
>
> Marc
>
>
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Well, there's nothing to importing them. Simply use an image file that has
the alpha channel and apply it to the box, as in:
box {
0,1
pigment {
image_map {
png "alpha.png"
} // will be centered on both +z and -z faces
}
}
Where "alpha" is the files name, and png the file type. I think only PNG and
TGA are accepted, but I'm not completely sure of that. I had to look this up
in the documentation myself, been a while since I used it. Have a look under
section 3.5.1.5 Image Map which has a subsection 3.5.1.5.3 Using the Alpha
Channel
I read this before Marc replied but I was a little confused by the question,
too, perhaps thinking it more complicated than really is.
Bob Hughes
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Can you make this thick and only on one side of the box?
"Bob Hughes" <omn### [at] charternet> wrote in message
news:420ea14b$1@news.povray.org...
> Well, there's nothing to importing them. Simply use an image file that has
> the alpha channel and apply it to the box, as in:
>
> box {
> 0,1
> pigment {
> image_map {
> png "alpha.png"
> } // will be centered on both +z and -z faces
> }
> }
>
> Where "alpha" is the files name, and png the file type. I think only PNG
> and TGA are accepted, but I'm not completely sure of that. I had to look
> this up in the documentation myself, been a while since I used it. Have a
> look under section 3.5.1.5 Image Map which has a subsection 3.5.1.5.3
> Using the Alpha Channel
>
> I read this before Marc replied but I was a little confused by the
> question, too, perhaps thinking it more complicated than really is.
>
> Bob Hughes
>
>
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"Daniel" <new### [at] hotmailcom> wrote in message
news:42113ced$1@news.povray.org...
> Can you make this thick and only on one side of the box?
Getting it to be only one side is easily done, but if you're wanting the
part that shows on that boxes surface to have a certain thickness- well,
that'll need a surface to exist where there isn't one. The problem being
that all POV objects are inherently empty unless interacting with another
surface. Image maps don't create a surface.
What might do okay is 'media', which can use the image as a density pattern.
That way you'd be using two boxes, one inside the other, with the media
contained only between the walls.
I'd have to try making an example to show how that works all together, so
if I can I'll post it here later if I come up with something. Unless of
course you already get the idea.
If there's another way I'm not thinking of it right now.
Bob Hughes
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Wasn't it Daniel who wrote:
>Can you make this thick and only on one side of the box?
I think you need to use a heightfield rather than a texture.
The image (cookiecutter.png" in the code below) should be the cutout
shape. This can either be a completely white image with an alpha channel
indicating the cutouts, or an image without an alpha channel which uses
black for the holes and white for the solid parts.
If you also want an image-based texture, you'll need a second image
without an alpha channel ("texture.png" in the code below).
#version 3.6;
global_settings {assumed_gamma 1.0}
camera {location <-10,10,-10> look_at <0,0,0> angle 15}
background {rgb 1}
light_source {<-30, 100, -50> color rgb 1}
#declare Thickness = 0.04;
#declare W=1-Thickness;
// The lid has a cut out
intersection {
height_field {png "cookiecutter.png"
translate <-0.5,0,-0.5>
scale <2,1,2>
}
box {<-0.99,W,-0.99><0.99,1,0.99>}
pigment {image_map {png "texture.png"}
rotate x*90
translate <-0.5,0,-0.5>
scale 2
}
}
// The other sides don't
difference {
box {-0.99,0.99}
box {<-W,-W,-W><W,1.1,W>}
pigment {rgb 1}
}
--
Mike Williams
Gentleman of Leisure
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Sorry. I see Mike Williams has answered better anyhow and I didn't see his
reply before. I almost suggested HF.
I mistakenly thought it would be simple to use an image file for media
density and yet it's relegated to needing to be in df3 format applied via
'density_file'. My lack of using POV-Ray lately is making it difficult to
discuss the program anymore! But I'll get by okay. ;^)
Bob Hughes
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Can some1 please make me a sample? I'm very new at POV ray.
"Bob Hughes" <omn### [at] charternet> wrote in message
news:42118ea8$1@news.povray.org...
> Sorry. I see Mike Williams has answered better anyhow and I didn't see his
> reply before. I almost suggested HF.
>
> I mistakenly thought it would be simple to use an image file for media
> density and yet it's relegated to needing to be in df3 format applied via
> 'density_file'. My lack of using POV-Ray lately is making it difficult to
> discuss the program anymore! But I'll get by okay. ;^)
>
> Bob Hughes
>
>
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"Daniel" <new### [at] hotmailcom> wrote in message
news:42129027$1@news.povray.org...
> Can some1 please make me a sample? I'm very new at POV ray.
Since you're new to this I sure hope you can figure out what I've done here:
// BEGIN HERE
global_settings {
assumed_gamma 1
}
camera {location -3*z up y right image_width/image_height*x look_at 0}
light_source {<100,100,-100>,1}
#declare ImagePart=
texture {
pigment {
image_map {
png "alpha.png"
}
}
}
#declare InvisiblePart=
texture {
pigment {
rgbt 1
}
}
// thick-walled box
intersection {
height_field {
png "alpha.png"
water_level 0.005 // remove lowest/darkest part
// some adjustments to get into place
rotate -90*x
scale <1.001,1.001,2>
translate 0.5*z
}
difference {
box {
0,1 // outside
}
box {
0.1,0.9 // inside
}
}
texture {
gradient z
texture_map {
[0.1 ImagePart] // trying to match thickness surface...
[0.1 InvisiblePart] // ... so are transformations below
}
scale <1.02,1.02,2> // some adjustments to get into place...
translate <-0.01,-0.01,-0.01> // ... so that coverage is good
}
translate <-0.5,-0.5,-0.5> // center on world origin
rotate <0,-45,0> // turn to show thickness better
}
// show where box is
difference {
box {
0,1 // outside edges
}
box {
0.01,0.99 // cutaway sides
scale <1.1,1,1> translate -0.015*x
}
box {
0.01,0.99 // cutaway top/bottom
scale <1,1.1,1> translate -0.015*y
}
box {
0.01,0.99 // cutaway front/back
scale <1,1,1.1> translate -0.015*z
}
pigment {
color rgb 1
}
translate <-0.5,-0.5,-0.5> // center on world origin
rotate <0,-45,0> // turn to show thickness better
}
// END HERE
No doubt this complicated to go through just for a simple thing such as this
but I'm not able to think of a better way. Obviously there's a whole lot of
juggling the positions around to fit it all together right, and I suppose
you'll be changing it to do what you want.
Maybe this will help anyhow. You can always ask more questions.
Bob Hughes
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