POV-Ray : Newsgroups : povray.binaries.images : Is this what's SUPPOSED to happen?? [3 images ~120kb total] : Re: Is this what's SUPPOSED to happen?? [3 images ~120kb total] Server Time
2 Aug 2024 16:21:27 EDT (-0400)
  Re: Is this what's SUPPOSED to happen?? [3 images ~120kb total]  
From: Grassblade
Date: 26 May 2007 04:35:02
Message: <web.4657f128daf12e9da2a8ba5a0@news.povray.org>
"Dayv Helfrich" <Day### [at] Gmailcom> wrote:
> Is this the wrong place to post this question?  I figured since I was
> attaching images to illustrate my problem it'd be best to start here.
>
> Based on my previous understanding of image_maps, and the documentations
> description, my image isn't coming out as expected...
>
> I have a PNG of my company's logo.  I made the background transparent
> leaving the white and gray parts.  I created a box object, applied an
> image_map of the logo.  I expected to see the white and gray portions of the
> logo extruded along the Z axis from the front of the box to the back.
> Instead, the image is appearing flat against the front of the box (-z, for
> the purposes of this scene., flat against the back of the box (+z), with
> emptyness in the middle... Is it because I'm using alpha channel
> transparency?  Am I doing something dumb?  Or do I just STILL (after 10
> years since my rsocp) still not have a grasp on the basics???  I've tried
> things like scaling the texture along the z axis, making the box hollow,
> then not hollow, then using interior_texutre... none of these I expected to
> work, but...
>
> I'm attaching 2 renders, jpg, cropped to make smaller files, and the full
> .png image I'm using as my image map.
>
> Any thoughts???
> Thanks!
> -Dayv

For a minute there, I thought it was the Dolce & Gabbana logo. :-p
I'm hardly an expert, but that is not the way I understand image maps to
work. It is true that they extend "infinitely" (as close to infinite as
POVray gets, that is) along the z-axis, but they are just applied on
surfaces, since objects are really empty (see 1.4.1.9). You could get the
effect you want by stacking a high number of boxes on top of one another.
But using a heightfield instead would make things a lot simpler, and it
would be a true 3d object.


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