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the_ajj wrote:
> Hi,
>
> Can anybody tell me whether there is a possibility to render wireframes in
> POV-Ray. I have always liked images where the final render is mixed/faded
> with a wireframe. I think it is possible in Lightwave, Cinema 4d etc...
http://tag.povray.org/povQandT/languageQandT.html#wireframes
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.imagico.de/ (Last updated 31 Oct. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
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"the_ajj" <nomail@nomail> wrote in message
news:web.438c8e1a897dbb2fa43155f60@news.povray.org...
> Hi,
>
> Can anybody tell me whether there is a possibility to render wireframes in
> POV-Ray. I have always liked images where the final render is mixed/faded
> with a wireframe. I think it is possible in Lightwave, Cinema 4d etc...
>
> Thanks.
>
> Adrian
>
>
Technically the faq is of course totally correct.
But, you could fake it ...
A wire frame texture can be merged with a solid texture using a texture map
as shown below (I'll post a rendered example of the one below in
povray.binaries.images).
Alternatively, if your object is a mesh, you could assign the coordinates
into an array and have a macro draw a thin cylinder along each edge.
Regards,
Chris B.
--------
#include "ppf1face.inc" // Rounded object about 50 units wide and 100 high
#declare YourObject = union {object {ppFace} object {ppFace scale <-1,1,1>}}
#declare YourTexture = texture {pigment {color rgb <1,1,0>} finish{phong 1}}
#declare WireframeHorizontalTexture = texture {
pigment {
gradient y
turbulence 0
color_map {
[0 rgbt <0,1,0,0>]
[0.08 rgbt <0,1,0,0>]
[0.08 rgbt <1,1,1,1>]
[1 rgbt <1,1,1,1>]
}
scale 0.02
}
}
#declare RadialLineTexture = texture {
pigment {
gradient x
turbulence 0
color_map {
[0 rgbt <0,1,0,0>]
[0.0008 rgbt <0,1,0,0>]
[0.0008 rgbt <1,1,1,1>]
[1 rgbt <1,1,1,1>]
}
}
scale 2
}
#declare WireframeRadialTexture = texture {RadialLineTexture}
#local I = 0;
#while (I<180)
#declare WireframeRadialTexture =
texture {WireframeRadialTexture}
texture {RadialLineTexture rotate y*I}
#local I = I + 10;
#end
#declare WireframeTexture =
texture {WireframeHorizontalTexture}
texture {WireframeRadialTexture translate 0.5*x}
#declare MixedTexture =
texture {YourTexture}
texture {WireframeTexture}
#declare MergedTextures = texture {
gradient x //this is the PATTERN_TYPE
texture_map {
[0 WireframeTexture]
[0.48 WireframeTexture]
[0.52 MixedTexture ]
[0.54 MixedTexture ]
[0.56 YourTexture ]
[1 YourTexture ]
}
translate -0.5*x
scale 150
}
object {YourObject translate -z*20 texture {MergedTextures}}
camera {location <-20,100,-140> look_at <0,60,0>}
light_source { <100, 1000, -2000> color rgb 1}
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