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"alphaQuad" <alp### [at] earthlink net> wrote:
> "Trevor G Quayle" <Tin### [at] hotmail com> wrote:
>
> > I'm not sure how you are applying the texture, but it's likely the uv mapping
> > that is causing you an issue as the pattern is not getting scaled as expected
>
> texture applied like any other ...
> #declare tileplaid =
> texture {
> pigment { uv_mapping
> gradient x
> pigment_map{
> [1/7 rgb 1][1/7 gradient y
> colour_map{
> [(1/7)*.5 rgb 1]
> [(1/7)*.5 rgb <.6,.6,1> ]
> }
> ]
> }
> scale <1/160,1/20,1>*.7
> }
> finish { basic_finish }
> }
> #declare pool_box =
> difference {
> box { <-8, -66.5, -8> <232, 0, 232> } // legoworld hole
> box { <0, -65, 0> <224, 1, 224> }
> texture { tileplaid }
> translate <-8,0,-8>
> }
> union {
> object { pool_box }
> object { TQ_water2 }
> object { beachball scale 8.5 rotate z*45 rotate y*-55 translate <30,6.5,55> }
> translate y*4
> }
>
>
> You have been such a fantasic source on this, didn't mean to derail your thread.
> I could see someone had a clue on water.
>
> That is the code, 2:1 and 8:1, that made the image which all speaks for itself:
>
> I never expect perfection, but expect imperfection that is for me to... enhance.
> I hesitate to say perfect.
Not a problem. I always like to help. (Unfortunatly my real work suffers when I
get preoccupied elsewhere...)
If you know the size of the pool box, then refer to uv_mapping in the docs to
see how it gets applied. You should be able to work out the proportions and
mathematics from that. I may do some more playing with it later when I get a
chance.
"3.5.7.1 Supported Objects"
This section shows how the texture gets sampled and applied to a box object.
-tgq
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