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25 Nov 2024 05:58:09 EST (-0500)
  An image_map on the whole box? (Message 1 to 8 of 8)  
From: MSAB
Subject: An image_map on the whole box?
Date: 19 Jul 2006 07:00:01
Message: <web.44be105035a75dd650c9b38a0@news.povray.org>
Hi,
when I use a image_map as a texture for a box, then of course I can't see on
at least one side of the box the correct image.
So, my question is, if it is possible, to translate, scale, rotate or
whatever, to see the image on every side of the box?

Here's the expample of my problem:
http://three.fsphost.com/MSAB5/PC_problem.JPG


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From: Roman Reiner
Subject: Re: An image_map on the whole box?
Date: 19 Jul 2006 08:35:00
Message: <web.44be263e211f9441a2981db0@news.povray.org>
possibility 1: rotate the image_map by <45,45,0>
possibility 2: use a mesh or mesh2 with uv_mapping instead of a box
possibility 3: use an intersection of (seperately textured) planes instead
of a box
possibility 4: use proceduals instead of image_maps

Hope this helps

Regards Roman



"MSAB" <MSA### [at] gmxnet> wrote:
> Hi,
> when I use a image_map as a texture for a box, then of course I can't see on
> at least one side of the box the correct image.
> So, my question is, if it is possible, to translate, scale, rotate or
> whatever, to see the image on every side of the box?
>
> Here's the expample of my problem:
> http://three.fsphost.com/MSAB5/PC_problem.JPG


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From: Chris B
Subject: Re: An image_map on the whole box?
Date: 19 Jul 2006 09:07:52
Message: <44be2ea8$1@news.povray.org>
"Roman Reiner" <lim### [at] gmxde> wrote in message 
news:web.44be263e211f9441a2981db0@news.povray.org...
> possibility 1: rotate the image_map by <45,45,0>
> possibility 2: use a mesh or mesh2 with uv_mapping instead of a box
> possibility 3: use an intersection of (seperately textured) planes instead
> of a box
> possibility 4: use proceduals instead of image_maps
>
> Hope this helps
>
> Regards Roman
>
>
>
> "MSAB" <MSA### [at] gmxnet> wrote:
>> Hi,
>> when I use a image_map as a texture for a box, then of course I can't see 
>> on
>> at least one side of the box the correct image.
>> So, my question is, if it is possible, to translate, scale, rotate or
>> whatever, to see the image on every side of the box?
>>
>> Here's the expample of my problem:
>> http://three.fsphost.com/MSAB5/PC_problem.JPG
>
>

Possibility 5: (a bit of a cheat) would be to have 3 concentric copies of 
the same object with the image rotated appropriately through 90 degrees on 
each one. The one with the image correct on the x-plane should then be 
scaled by <1.0001,1,1>, the one with the image on the y-plane by 
<1,1.0001,1> etc. This won't handle every little piece of your surface, but 
the main outer surfaces will end up with the right texture showing through.

Regards,
Chris B.


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From: Warp
Subject: Re: An image_map on the whole box?
Date: 19 Jul 2006 09:27:06
Message: <44be332a$1@news.povray.org>
Chris B wrote:
>> possibility 1: rotate the image_map by <45,45,0>
>> possibility 2: use a mesh or mesh2 with uv_mapping instead of a box
>> possibility 3: use an intersection of (seperately textured) planes instead
>> of a box
>> possibility 4: use proceduals instead of image_maps
> Possibility 5: (a bit of a cheat) would be to have 3 concentric copies of 
> the same object with the image rotated appropriately through 90 degrees on 
> each one.

   Doesn't anyone read the documentation anymore? How about simply
using uv-mapping on the box directly? It's a supported object:

http://povray.org/documentation/view/3.6.1/358/

   If you use a repeating planar image map, scale it properly and
then apply uv_mapping, it will repeat the image on each side of
the box.


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From: MSAB
Subject: Re: An image_map on the whole box?
Date: 19 Jul 2006 10:25:00
Message: <web.44be4089211f9441cc36dbe70@news.povray.org>
Thanks, but I only can use meethod "rotate<45,45,0>", becasue the whole
modell isn't really a box. It's the thing you can see in my first post :D.
There I used only CSG and no meshes or other objects like that. But thanks
to your other answers...

MfG
MSAB


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From: Chris B
Subject: Re: An image_map on the whole box?
Date: 19 Jul 2006 11:20:52
Message: <44be4dd4@news.povray.org>
"MSAB" <MSA### [at] gmxnet> wrote in message 
news:web.44be4089211f9441cc36dbe70@news.povray.org...
> Thanks, but I only can use meethod "rotate<45,45,0>", becasue the whole
> modell isn't really a box. It's the thing you can see in my first post :D.
> There I used only CSG and no meshes or other objects like that. But thanks
> to your other answers...
>
> MfG
> MSAB
>

Method 5 doesn't need it to be a real box either.

Regards,
Chris B.


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From: MSAB
Subject: Re: An image_map on the whole box?
Date: 19 Jul 2006 12:00:00
Message: <web.44be5638211f9441138f92b60@news.povray.org>
"Chris B" <c_b### [at] btconnectcomnospam> wrote:
> "MSAB" <MSA### [at] gmxnet> wrote in message
> news:web.44be4089211f9441cc36dbe70@news.povray.org...
> > Thanks, but I only can use meethod "rotate<45,45,0>", becasue the whole
> > modell isn't really a box. It's the thing you can see in my first post :D.
> > There I used only CSG and no meshes or other objects like that. But thanks
> > to your other answers...
> >
> > MfG
> > MSAB
> >
>
> Method 5 doesn't need it to be a real box either.
>
> Regards,
> Chris B.

Yes, sure. But however I have to make everything new for that method and
that would be too much work (for me :D), because the source is over 2000
lines long. So I better use method 1^^.

MSAB


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From: gonzo
Subject: Re: An image_map on the whole box?
Date: 22 Jul 2006 01:02:00
Message: <44c1b148@news.povray.org>
MSAB wrote:
> Hi,
> when I use a image_map as a texture for a box, then of course I can't see on
> at least one side of the box the correct image.
> So, my question is, if it is possible, to translate, scale, rotate or
> whatever, to see the image on every side of the box?
> 
> Here's the expample of my problem:
> http://three.fsphost.com/MSAB5/PC_problem.JPG

Try this:
#declare T1 = texture { image_texture here }
	
#declare T2 = texture {
	radial
	texture_map { [.65 T1 ] }
	frequency 4
	rotate y*45
}

#declare Cutoff = .15; // adjust Cutoff to fit vertical corners
#declare T_Cube = texture {
	slope y
	texture_map {
		[0.00     T1 rotate x*90 ]
		[Cutoff   T1 rotate x*90 ]
		[Cutoff   T2  ]
		[1-Cutoff T2  ]
		[1-Cutoff T1 rotate x*90 ]
		[1.00     T1 rotate x*90 ]
	}
}

RG


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