POV-Ray : Newsgroups : povray.newusers : UV texture scale center : Re: UV texture scale center Server Time
1 May 2024 07:18:59 EDT (-0400)
  Re: UV texture scale center  
From: Mr
Date: 24 Jan 2015 05:30:00
Message: <web.54c374131bfbdbf6c31ce6010@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 22.01.2015 um 15:06 schrieb Mr:
> > Hello, I am meeting a problem with the scale keyword used for texture, it seems
> > that the POV scale factor and repetition factor in Blender do not use the same
> > center. I would guess that Blender seems to scale the texture from the zero of
> > the UV space, like in this picture, it is scaled by half (repeat factor of 2)
> > http://www.pasteall.org/pic/show.php?id=82692
> > while POV maybe from the 1, I don't know can someone tell me?
> > it's result, with a scale of 0.5 is this:
> > http://www.pasteall.org/pic/show.php?id=82693
> >
> > My goal is to have both pictures always the same whatever the blender interface
> > parameters for texture scale are.
> > I don't know if this has always been the case, it seems that some images
> > rendered
> > with early 3.7 betas did not behave this way and were more consistent with
> > Blender renders, but I may be wrong.
>
> In POV-Ray, if you scale any texture, the origin of scaling is at
> <0,0,0>. For UV-mapped textures, UV-mapping is applied after scaling
> (you're UV-mapping the scaled texture).
>
> At least that's what should happen. If closer investigation shows it
> doesn't, please let us know.

So instead of this exemple:


 #declare MAT_MaterialTex =
texture{
    pigment_pattern {
        uv_mapping image_map{
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\SpecularTest.png"
map_type 0  interpolate 2 }
        translate <-0,0,0> scale <1,1,1>

    }
    texture_map {
        [0
            pigment {
                pigment_pattern {
                uv_mapping image_map{
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\AlphaTest.png"
map_type 0  interpolate 2 } translate <-0,-0,0> scale <1,1,1>}
                pigment_map {
                    [0 color rgbft<0,0,0,1,1>]
                    [1 uv_mapping image_map {
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\DiffuseTest.png"
map_type 0  interpolate 2 } translate <0.25,0,-1> scale <1.5,1,1>]
                }
            }
            finish {shader_MaterialTex0}
            normal {uv_mapping bump_map {
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\BumpTest.png"
map_type 0  interpolate 2   bump_size 10 } translate <-0,-0,0> scale <1,1,1>}
        ]
        [1
            pigment {pigment_pattern {uv_mapping image_map{
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\AlphaTest.png"
map_type 0  interpolate 2 }translate <-0,-0,0> scale <1,1,1>}
                pigment_map {
                    [0 color rgbft<0,0,0,1,1>]
                    [1 uv_mapping image_map {
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\DiffuseTest.png"
map_type 0  interpolate 2 } translate <0.25,0,-1> scale <1.5,1>]
                }
            }
            finish {shader_MaterialTex1}
            normal {uv_mapping bump_map {
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\BumpTest.png"
map_type 0  interpolate 2   bump_size 10 } translate <-0,-0,0> scale <1,1,1>}
        ]
    }
}

The shader should have other brackets? I can't seem to move the scale closer to
the texture.


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