POV-Ray : Newsgroups : povray.general : Mapping Textures on irregular shapes : Re: Mapping Textures on irregular shapes Server Time
3 May 2024 04:00:42 EDT (-0400)
  Re: Mapping Textures on irregular shapes  
From: Josh
Date: 3 May 2020 20:25:00
Message: <web.5eaf60a872e01857dc1270cd0@news.povray.org>
> Thanks so everyone for the advice and hints, I am well on my way now. I have a
> couple of questions not directly related to the questions that started this
> thread...
>
> 1) (How) can I overlay pigment textures? I am envisoning something like the
> following where I overlay a bozo pigment on top of an agate pigment, with
> transparency on the bozo color map... Ideally, where the bozo map is not
> transparent it would replace the pigment of the agate color map, not add to
> it...
>
> pigment
> {
>   agate
>   color_map
>   {
>     [0 Gold]
>     [1 Brown]
>   }
>   bozo
>   color_map
>   {
>     [0 Transparent]
>     [1 Red]
>   }
> }
>
> 2) How can I change the seed for builtin functions that use random like agate,
> granite, bozo, f_noise3d so that they produce different results?
>
> 3) If I have 15 asteroids defined like #declare aster1 = isosurface { ...
> transform { Axis_Rotate_Trans( <1, .2, 0>, 360*clock) }}, how would I setup
> povray to iterate through them and render a seperate animation for each
> asteroid? I'm fine just writing an external program to iterate on them if
> needed, but if it's easy I'd like to see the povray way...
>
> Thanks so much!
>
> Josh

Also,

4) I can't seem to get random numbers working. I've included #include
"functions.inc", #include "rand.inc". I have #declare Rnd_1 = seed (1153); but
when I put rand(Rnd_1) somewhere that you could put a float constant, povray
just complains that it expects something else.

Josh


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