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I cambe back on Pov after about 1 year stop and I have a texture problem.
Let's look at my example :
camera {location <0,0,-5> look_at 0}
light_source {<0,0,-5> color rgb 1}
#declare pig1=pigment {
checker
color rgb <1,0,0>
color rgb <0,1,0>
scale 0.3
}
#declare pig2=pigment {
checker
color rgb <1,1,0>
color rgb <0,1,1>
scale 0.3
}
#declare pig=pigment {
checker
pigment {pig1}
pigment{pig2}
warp { turbulence 0.2}
}
box {<-1,-1,-1>,<1,1,1> pigment {pig}}
in this example, I create 2 checker pigments and I join them in another
checker. Then I warp the whole pigment. The big checker is deformed and so
are the 2 inner checkers (pig1 and pig2).
What if I would have pig1 and pig2 not deformed and the edge between them
deformed ?
Thanks for your answer
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Mr Seb <ban### [at] wanadoofr> wrote:
> What if I would have pig1 and pig2 not deformed and the edge between them
> deformed ?
#declare TurbCheckerFunc = function { pattern { checker turbulence .2 } };
#declare pig=pigment {
function { TurbCheckerFunc(x, y, z) }
pigment_map { [0 pig1] [1 pig2] }
}
--
- Warp
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I would do it this way (untested code):
#declare pig=pigment {
pigment_pattern {
checker
<0,0,0>
<1,1,1>
warp { turbulence 0.2}
}
pigment_map {
[0 pig1]
[1 pig2]
}
}
- Slime
[ http://www.slimeland.com/ ]
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Yeah ! I wanted 1 method and I have 2 !!!!!
For the second method, it works but you forgot the words color rgb in the
checker definition.
Thanks for both of you
news:444a9abb@news.povray.org...
> I would do it this way (untested code):
>
> #declare pig=pigment {
> pigment_pattern {
> checker
> <0,0,0>
> <1,1,1>
> warp { turbulence 0.2}
> }
> pigment_map {
> [0 pig1]
> [1 pig2]
> }
> }
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>
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