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Mike Williams wrote:
>Wasn't it Richard who wrote:
>
>>Thanks for the suggestion. But uv_mapping doesn't seem to work for
>>cylinders!
>
>It works for me.
>
>#declare SCALE=<3,2.5,3>;
>
>cylinder { <0, -1, 0>, <0 1 0>, 1
> open
> uv_mapping
> texture {
> pigment {
> image_map {
> gif "myimage.gif"
> interpolate 2
> }
> }
> finish { ambient 1.0 }
> scale SCALE*2 // make texture map isotropic on surface
> // needed because both inside and outside of cylinder
> // are painted
> }
> scale SCALE // radius 3, height 5
> translate <6,2.5,0>
>}
>
>>I tried a "sor" object, but couldn't get it to work. I don't understand
>>what the first and last values do in the sor. Does anyone know how to
>>draw a cylinder, without end covers?
>
>The start and end points of a SOR are a bit like the extra points you
>need for a cubic_spline. I don't think that it's documented what sort of
>spline is actually used for generating a SOR, but it's definitely not a
>linear spline. To create the appearance of a linear spline with a SOR,
>you can simply double up the end points.
>
>To remove the end covers, use the "open" keyword, just like with
>"cylinder".
>
>sor {
> 4, <3, 0>,<3, 0>,<3, 5>,<3, 5> open // radius 3, height 5
> uv_mapping
> texture {
> pigment {
> image_map {
> gif "myimage.gif"
> interpolate 2
> }
> }
> finish { ambient 1.0 }
> scale <0.50, 1.0> // make texture map isotropic on surface
> // needed because both inside and outside of cylinder
> // are painted
> }
>}
>
>Mike Williams
>Gentleman of Leisure
>
Thanks for all the help (to Mike and others).
Here is an image, but it doesn't map checkers _uniformly_ over the surface
of
the cylinder. Is this a problem with my version (3.5)?
// BEGIN
camera {
angle 60
location <20 20 -10>
look_at <0, 0, 0>
}
cylinder { <0, -5, 0>, <0 5 0>, 3
open
uv_mapping
pigment {
checker scale 0.5
}
finish { ambient 1.0 }
}
// END
Otherwise I'll use "sor" or "lathe", or the "warp" function the other
poster suggested.
Thanks,
Richard
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