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Hi!
I tried to make something small with isosurfaces and it doesn't map the
textures correctly. That's how it looks like: (
http://img339.imageshack.us/img339/7260/untitled3pw8.png ).
As you can see, the texture-pattern changes depending on the cosinus. Does
anyone have an idea how to prevent that? I really don't get why it does
that :<
Any solution would truly be great so thanks a lot in advance! :D
This is the code:
#include "colors.inc"
#include "textures.inc"
camera {
location <5,5,-9>
look_at <0,-2,0>
}
light_source {<1,1,-1>*50 color rgb 1}
isosurface {
function {(cos(sqrt(x*x+z*z)) + y)}
threshold 1
max_gradient 1.5
contained_by {box {<-4,-2,-4>,<4,2,4>}}
pigment {
checker
color Black
color White
}
}
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From: Marc
Subject: Re: Need Help: Isosurface, cosinus and inverted textures
Date: 25 Jun 2007 11:40:47
Message: <467fe1ff@news.povray.org>
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web.467fd4659e4618474729c3380@news.povray.org...
> Hi!
>
> I tried to make something small with isosurfaces and it doesn't map the
> textures correctly. That's how it looks like: (
> http://img339.imageshack.us/img339/7260/untitled3pw8.png ).
>
> As you can see, the texture-pattern changes depending on the cosinus. Does
> anyone have an idea how to prevent that? I really don't get why it does
> that :<
>
Checker pattern is actually a 3D cubic pattern.
It shows where it intersect with the surface unless you uv_map it
I don't see any solution with isosurface since it doesn't accept uv_mapping
Marc
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From: Samuel Benge
Subject: Re: Need Help: Isosurface, cosinus and inverted textures
Date: 26 Jun 2007 01:39:04
Message: <4680a678@news.povray.org>
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kaneda wrote:
> As you can see, the texture-pattern changes depending on the cosinus. Does
> anyone have an idea how to prevent that? I really don't get why it does
> that :<
>
> Any solution would truly be great so thanks a lot in advance! :D
Hi Kaneda,
I'm going to assume you want the checker to follow the contour of the
isosurface. There is a way to do this.
To make it work, you will need to turn the pigment into a function and
then distort it with the same function you use to distort the
isosurface. I modified your code to show how this is done:
#declare chckr= // a pigment encased in function{...} brackets
function{
pigment {
checker
rgb .05, rgb 1
translate 0.5 // offset to prevent coincident surface artifacts
}
}
#declare f= // the ripple
function{
cos(sqrt(x*x+z*z))
}
isosurface {
function {
f(x,y,z) // the ripple
+ y // the y-facing surface
}
threshold 1
max_gradient 1.5
contained_by {box {<-4,-2,-4>,<4,2,4>}}
pigment{
function{
// note the ripple's function added to the
// y axis of the chckr function
chckr(
x,
y+f(x,y,z),
z
).grey
// all pigment functions must end in .grey,
// .x, .y or .z (r, g, b, respectively)
}
}
}
I hope this helps!
~Sam
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Wow, that helped a lot! Thanks!!!!
Uhm... but how can i use a texture instead of a pigment on that isosurface
now? Originally it was something like
texture {
checker
texture {
pigment {
White_Marble turbulence 1
scale 3
}
}
texture {
pigment {
gradient x
pigment_map {
[0.2 rgb <0.1,0,0> turbulence 1]
[0.7 Black]
}
}
}
}
but that doesn't work anymore as povray doesn't seem to accept textures as
functions *sigh* :<
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From: Marc
Subject: Re: Need Help: Isosurface, cosinus and inverted textures
Date: 26 Jun 2007 14:41:51
Message: <46815def@news.povray.org>
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web.46814afa97c52c6bd8221a0e0@news.povray.org...
> Wow, that helped a lot! Thanks!!!!
>
> Uhm... but how can i use a texture instead of a pigment on that isosurface
> now? Originally it was something like
You can use a pigment as pattern for a texture with pigment_pattern
http://www.povray.org/documentation/view/3.6.1/388/
Use your pigment function for this pattern
Marc
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Wow that worked brilliantly. You're my personal hero of the month!
But everytime i solve one problem I come across yet another one: The first
one was that I couldn't put 2 finishes on the isosurface, which was
possible on the checker texture before. But the difference isn't that
great, so I can live with it.
But..... now the color of the isosurface is always monochrome, even though
the black tiles should be red D: I don't get it.
#declare pigment1 = // pigment for the white tiles
pigment{
White_Marble turbulence 1
}
#declare pigment2 = // pigment map for the black tiles
pigment{
gradient x
pigment_map {
[0.2 rgb <.1,0,0> turbulence 1]
[0.7 Black]
}
turbulence 0.7
}
#declare chckr = // a pigment encased in function-brackets
function{
pigment {
pigment_pattern {checker White, Black}
pigment_map {
[ 0, pigment1 ] // Using the predefined Pigment 1
[ 1, pigment2 ] // Using the predefined Pigment 2
}
}
}
isosurface {
function {(f(x,y,z) + y)
}
threshold 1
max_gradient 1.5
contained_by { box {<-4,-2,-4>,<4,2,4>}}
pigment{
function{
chckr(
x,
y+f(x,y,z),
z
).gray
}
}
finish {
specular 1/5
roughness 0.1
phong 0.6
phong_size 100
reflection 0.33
}
}
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Nevermind, got it already :D
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