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I have a question about height_fields.. i just learned them the other night
and I have been trying to do different texture options with them (the
actual height-field object, not the reference image) and i've foud I cant
do alot of things, like apply apply a checker or color_map to the pigment.
What is it about the nature of height_fields that causes this?
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klotera <klo### [at] hotpop com> wrote:
> I have a question about height_fields.. i just learned them the other night
> and I have been trying to do different texture options with them (the
> actual height-field object, not the reference image) and i've foud I cant
> do alot of things, like apply apply a checker or color_map to the pigment.
> What is it about the nature of height_fields that causes this?
It would help if you posted a short code which you are trying to make
work and you explained what are you expecting and what it's doing wrong.
From your description alone it's difficult to tell what are the problems
you are having.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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A question of scale, perhaps? That's the only thing I can think of that
might be the problem. If the HF is left unit-sized, as well as any
pattern such as checker or a gradient y then they will equal each other.
Although for any other pattern besides checker I'd expect you could see
at least something of it on the HF.
height_field is definitely texturable like most everything else.
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In article <web.3d769f5626cc84be295e176c0@news.povray.org>,
"klotera" <klo### [at] hotpop com> wrote:
> I have a question about height_fields.. i just learned them the other night
> and I have been trying to do different texture options with them (the
> actual height-field object, not the reference image) and i've foud I cant
> do alot of things, like apply apply a checker or color_map to the pigment.
> What is it about the nature of height_fields that causes this?
Textures for height fields work just like textures for any other object.
The thing that seems to be causing you trouble is that POV-Ray textures
are solid: the texture is evaluated at each point in space, not at UV
coordinates on a surface. The checkers pattern is a 3D grid of cubes, so
simply applying a checkered texture to a height field won't give squares
on the surface, the height field will rise and fall through the cubes.
Applying the texture to a sphere will make this clear.
You could unevenly scale the checkers pattern to be larger along the y
axis, so the height field stays within one "layer" of cubes, or you
might be able to do something with the UV mapping feature. (I haven't
done anything with this feature myself, so I'm not sure if it is
applicable here)
Color maps don't apply to the checkers pattern or any other block
pattern, you need to use something like bozo or crackle. If this wasn't
what you meant, I don't understand...color maps behave the same for any
texture, whether it is applied to a height field or not.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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