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Should be the SIMPLEST advanced PovRay task: to wrap a simple Windows BMP image
astexture. Just specify camera, lights, object... and the texture. Then the
object is wrapped by a SIMPLE Windows BMP (bit-map file) ad the object becomes
the bitmap image! Like in, I camera watch a SIMPLE PLANE and the observed face
IS, the Windows BMP image I provided! No nonsense bmp spotting on a plane. Then
I can make transformation, change light colors, brake the plane, extend into 3D
forms, filter colors... but a SIMPLE BMP Windows image. No keyword magic, no 3D
coords expertise, just WATCH the SIMPLE BMP image on a PLANE from a point of
view with a camera and lights. Like in a theater stage? No advanced language
knowledge, no wading in documentation to project a SIMPLE WINDOWS BMP image on a
plane and use it as background, landscape, primed oil surface, whatever...
simple newbie secods with no expertise to project a SIMPLE BMP WINDOWS IMAGE as
surface texture, without going into material maps, color indexes,
transformations... JUST a SIMPLE WINDOWS BMP BMP IMAGE FILE as texture on a
watched plane or object. Why not a single word? Landscape. Photographed texture.
Stage scene. a SIMPLE WINDOWS BMP BMP IMAGE FILE TEXTURE. So... what are the
instructions to make a SIMPLE WINDOWS BMP BMP IMAGE FILE TEXTURE ON AN OBJECT
like a plane or a cube?
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"syntotic" <nomail@nomail> wrote:
> Should be the SIMPLEST advanced PovRay task:
C mon! REPLY. I ve been stuck on this problem for the last three years. Should
be a one minute task: standard scene, just wrap the damned BITMAP! That is all I
need. Cube with a wrapped bitmap txture. Cube with BMP on all sides. BMP with
different BMP images on each side. BMP on a plane. Glued BMP on a surface then
transformations. Just ONE standard keyword and a file. Or what is it needed to
meet this requirements? Think of the possibilities! Image visors, stick out
noses, prisms... but a SIMPLE SINGLE BMP WINDOWS BMP IMAGE AS A TEXTURE for a
sigle SIMPLE texture statement. Or how many constructions do I need to achieve
it? Three years... and I only have a few minutes to wade through the
documentation and exercise a few sample experiments...
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From: clipka
Subject: Re: MUST, be very simple: Win bmp as texture on objects
Date: 1 Jan 2011 05:33:14
Message: <4d1f02ea@news.povray.org>
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Am 01.01.2011 07:20, schrieb syntotic:
> "syntotic"<nomail@nomail> wrote:
>> Should be the SIMPLEST advanced PovRay task:
>
> C mon! REPLY. I ve been stuck on this problem for the last three years. Should
> be a one minute task: standard scene, just wrap the damned BITMAP! That is all I
> need. Cube with a wrapped bitmap txture. Cube with BMP on all sides. BMP with
> different BMP images on each side. BMP on a plane. Glued BMP on a surface then
> transformations. Just ONE standard keyword and a file. Or what is it needed to
> meet this requirements? Think of the possibilities! Image visors, stick out
> noses, prisms... but a SIMPLE SINGLE BMP WINDOWS BMP IMAGE AS A TEXTURE for a
> sigle SIMPLE texture statement. Or how many constructions do I need to achieve
> it? Three years... and I only have a few minutes to wade through the
> documentation and exercise a few sample experiments...
What have you been doing all those three years? The docomentation has
been there all the time, and so have these newsgroups.
Calm down and hey - RTFM. There's a nice feature called "search" - I'd
recommend trying "wrap around box" or, for advanced users of the inbuilt
help, "wrap NEAR box".
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One of the tasks most likely to delay publication of a new feature is the
drafting of manuals and examples.
READ the f****** manual published is often a great help in case of not knowing
how to perform a task.
In your case and whether it works to reduce your misery, YOU CAN NOT USE BMP
files as an image map, as is clear from a quick consultation on the manual.
http://www.povray.org/documentation/view/3.6.1/337/
B. Gimeno
PD. happy new renders
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From: clipka
Subject: Re: MUST, be very simple: Win bmp as texture on objects
Date: 1 Jan 2011 06:18:49
Message: <4d1f0d99$1@news.povray.org>
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Am 01.01.2011 11:50, schrieb B. Gimeno:
> One of the tasks most likely to delay publication of a new feature is the
> drafting of manuals and examples.
> READ the f****** manual published is often a great help in case of not knowing
> how to perform a task.
>
> In your case and whether it works to reduce your misery, YOU CAN NOT USE BMP
> files as an image map, as is clear from a quick consultation on the manual.
>
> http://www.povray.org/documentation/view/3.6.1/337/
You're wrong there; quote from the same manual section:
"Note: sys format is a system-specific format such as BMP for Windows or
Pict for Macintosh. "
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From: Thomas de Groot
Subject: Re: MUST, be very simple: Win bmp as texture on objects
Date: 1 Jan 2011 07:08:03
Message: <4d1f1923$1@news.povray.org>
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Happy NEW Year TOO.... :-)
Thomas
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"syntotic" <nomail@nomail> wrote:
> Should be the SIMPLEST advanced PovRay task: to wrap a simple Windows BMP image
> astexture. Just specify camera, lights, object... and the texture. Then the
> object is wrapped by a SIMPLE Windows BMP (bit-map file) ad the object becomes
> the bitmap image!...(etc.)
I'm not sure about this, but I don't think any CGI program is that simple to
use; or if it is, then it has built-in commands that are specialized for *each*
kind of object--in other words, applying an image to a plane vs. a box vs. a
sphere involves different operations (mathematical, spatial, etc.) and therefore
there can't be a 'one-button' approach that works with *all* objects--unless the
program is specifically set up with (invisible) sub-programs to take care of
such things for the user. But that has it's downside: You're locked into the
specific ways that the program does these things. That would be OK most of the
time--but what if you wanted to 'change' this behavior in some way?
POV-Ray, on the other hand, can be thought of as a giant sophisticated toolbox,
where the user has control over all aspects of things, down to the smallest
coding detail. But along with that power comes the need to actually specify all
details--after all, the program doesn't know what to do unless we tell it.
That's the nature of POV-Ray; it's different from typical 'easy-to-use' CGI
programs, because it offers such power.
In any case, it actually *is* possible to set up POV-Ray with what amounts to
'one-button' solutions for things (well, with just a minimum of extra coding):
by using macros, and/or by putting often-used things (like a box with an applied
image) into the INSERT menu, where you can call what you need and simply insert
the entire sub-code into your scene. It does take work to initially set up such
constructs, but once done, they're easy to use--and it also allows you to make
changes later (like replacing the image with another one, or making changes to
your macro code.) The best of both worlds.
Ken
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From: Alain
Subject: Re: MUST, be very simple: Win bmp as texture on objects
Date: 1 Jan 2011 14:36:39
Message: <4d1f8247$1@news.povray.org>
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> Should be the SIMPLEST advanced PovRay task: to wrap a simple Windows BMP image
> astexture. Just specify camera, lights, object... and the texture. Then the
> object is wrapped by a SIMPLE Windows BMP (bit-map file) ad the object becomes
> the bitmap image! Like in, I camera watch a SIMPLE PLANE and the observed face
> IS, the Windows BMP image I provided! No nonsense bmp spotting on a plane. Then
> I can make transformation, change light colors, brake the plane, extend into 3D
> forms, filter colors... but a SIMPLE BMP Windows image. No keyword magic, no 3D
> coords expertise, just WATCH the SIMPLE BMP image on a PLANE from a point of
> view with a camera and lights. Like in a theater stage? No advanced language
> knowledge, no wading in documentation to project a SIMPLE WINDOWS BMP image on a
> plane and use it as background, landscape, primed oil surface, whatever...
> simple newbie secods with no expertise to project a SIMPLE BMP WINDOWS IMAGE as
> surface texture, without going into material maps, color indexes,
> transformations... JUST a SIMPLE WINDOWS BMP BMP IMAGE FILE as texture on a
> watched plane or object. Why not a single word? Landscape. Photographed texture.
> Stage scene. a SIMPLE WINDOWS BMP BMP IMAGE FILE TEXTURE. So... what are the
> instructions to make a SIMPLE WINDOWS BMP BMP IMAGE FILE TEXTURE ON AN OBJECT
> like a plane or a cube?
>
>
>
A little formating would help. Just a few line breaks would make this a
lot more readable.
If you read the documentations, you'll find that image_map is applied
from coordinate <0,0,0> to <1,1,0> and tilled to fill a plane. It also
extend to infinity along the Z axis. That's the default properties.
You can apply it to any plane{z, Something} as is.
You can also apply it to this box:
box{0,1} that you can then scale and position as you want.
You can scale that image_map.
You can prevent the tilling by using "once".
You can change the maping beaviour using the various maping options:
map_type Type
Type can take the values 0 (planar), 1 (spherical), 2 (cylindrical) and
5 (toroidal)
The maping can be further expanded using the warp{...} feature.
Don't forget to actualy READ the documentation. There is a copy included
with the programm itself. There is also an online version available.
That version benefits from current changes and corrections.
Alain
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clipka <ano### [at] anonymousorg> wrote:
> Am 01.01.2011 11:50, schrieb B. Gimeno:
> > One of the tasks most likely to delay publication of a new feature is the
> > drafting of manuals and examples.
> > READ the f****** manual published is often a great help in case of not knowing
> > how to perform a task.
> >
> > In your case and whether it works to reduce your misery, YOU CAN NOT USE BMP
> > files as an image map, as is clear from a quick consultation on the manual.
> >
> > http://www.povray.org/documentation/view/3.6.1/337/
>
> You're wrong there; quote from the same manual section:
>
> "Note: sys format is a system-specific format such as BMP for Windows or
> Pict for Macintosh. "
sorry for the inconvenience, you're right.
b gimeno
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Formatting was for effect. I do know the documentation quite well and indeed it
_implies_ bmp is so native for Windows that it can be used without conversion.
Searching is not always useful! It brings in too much material and background is
such a too general idea for it but I ll try the NEAR...
I had some **one button** solutions though they seemingly appeared _elsewhere_
_somehow_... rounded boxes. You can wrap images as textures on anything but then
you do not care much about how it gets distorted if it gives an interesting
effect. But I need and want the image to be manipulable as the face of a box or
the background of a plane.
What I got so far was... a background plane that shows the picture distorted as
if the plane was hyperbolic space! I tried all mappings but it only gets worse,
both with and without once. And I cannot find the mapping between the images
size in pixels and the transformations the image goes through. Tried scaling
different ways but pixels are still stretched into elongated, eliptical
cuadrangles. Space does seems to be hyperbolical for planes by default, right?
Considering what I want to do, a scene laboratory, what I need to place the
image as background for a plane or square should take less effort than writing
all these lines! I would need something similar to Windows viewports and
mappings, but without waiting for a new feature to be added to the bundle, can
anyone provide a simple macro for picture display on planes? Or how would you
render Pictures at an Exhibition?
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