POV-Ray : Newsgroups : povray.general : Mapping Textures on irregular shapes : Re: Mapping Textures on irregular shapes Server Time
3 May 2024 07:45:23 EDT (-0400)
  Re: Mapping Textures on irregular shapes  
From: Josh
Date: 6 May 2020 16:15:01
Message: <web.5eb31a1e72e01857dc1270cd0@news.povray.org>
"Josh" <nomail@nomail> wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
> > Close.  Define 2 textures, each with a single pigment pattern.
> >
> > Then just do
> > object {Object texture {texture1} texture {texture2}}
> > The second will overlap the first.
> >
>
> Great, that worked!
>
> > > 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?
> >
> > You don't really change the seed ---  if you envision the bozo as a volume of
> > swirling color values - like poorly mixed paints, or drops of dye only beginning
> > to diffuse in water and frozen in time, then what you do is just move your
> > object, or move the texture, and they overlap differently.
> >
> > so just do
> > object {texture {OverallTexture translate <x_amt, y_amt, z_amt>}}
> > obviously you can rotate, scale, and apply transforms as well.
>
> Certainly there must be a way to change the seed for f_noise3d at least to get a
> different noise shape, right?
>
> >
> > > 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...
> >
> > Pretty good question - I do believe it's possible, but I've never done it
> > myself.
> > Others surely will know.
> > Hopefully you get that worked out and post the process.
> > I'm sure it's different for M$ Win vs Linux
>
> Is there a simple way to pass (commandline) parameters into Povray? If I could
> pass in a single number, then I could do an if in Povray based on it and then
> call Povray multiple times with different numbers to render the different
> asteroids?...

I figured out this last part. Simply put Declare=ASTEROIDNUM=2 on the
commandline to declare an identifier...

Josh


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