Difference between revisions of "Documentation Talk:Reference Section 5.5"

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m (follow up)
(adding tiling pattern (beta 40))
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color_map</code>, or <code>slope_map</code> modifiers.</p>
 
color_map</code>, or <code>slope_map</code> modifiers.</p>
 
----
 
----
 +
* adding the tiling pattern (beta 40)
 +
--[[User:Le Forgeron|Le Forgeron]] 09:22, 3 December 2010 (UTC)
 +
----
 +
====Tiling====
 +
<!--<indexentry primary "tiling" "tiling, keyword" "tiling, pattern">--->
 +
<!--<indexentry "Keyword, tiling" "Pattern, tiling">--->
 +
 +
<p>The <code>tiling</code> pattern provides some very classical patterns of tiling in the x-z plane. it
 +
should be
 +
specified as follows:</p>
 +
<pre>
 +
pigment {
 +
  tiling Pattern_Number
 +
  [PATTERN_MODIFIERS...]
 +
  }
 +
</pre>
 +
<p>Providing a map is strongly recommended. It can as usual be also used with texture_map in texture.</p>
 +
<p>For each pattern, each tile part of the pattern have the same bevel as the other tile in the same pattern, allowing to make regular tile caulk the size you want. For a pattern with N kind of tiles, the main colour/texture of the tiles are at x/N (with x going from 0 to N-1), and the extreme colour/texture caulk for these tiles are at (x+1)/N, the bevel covering the range between these two values.</p>
 +
<p>[[Image:RefImgTiling.gif|The various tiling pattern.]]</p>
 +
 +
<p>Each tiles have a side which is exactly one unit long.
 +
The tiles extend infinitely in the +y- and -y-directions.
 +
If no map is specified then default grey map is used.</p>
 +
<p>There are 24 provided classical tilings:</p>
 +
<ol>
 +
<li>single square</li>
 +
<li>single hexagon</li>
 +
<li>two triangle (one up, one down)</li>
 +
<li>single rhombus</li>
 +
<li>three rhombus of different orientations</li>
 +
<li>two rectangles of different orientations</li>
 +
<li>one octagon and a square</li>
 +
<li>one square and two triangles</li>
 +
<li>one hexagon and two triangles</li>
 +
<li>single square with offset</li>
 +
<li>one square and two rectangles</li>
 +
<li>one square and two rectangles with additional mirroring</li>
 +
<li>one square and two trapezium</li>
 +
<li>one square and four trapezium</li>
 +
<li>one big square and one small square</li>
 +
<li>one hexagon, one square and one triangle</li>
 +
<li>one hexagon, three squares and two triangles</li>
 +
<li>two rectangles in pair</li>
 +
<li>left version with one hexagon and two triangles</li>
 +
<li>right version with one hexagon and two triangles</li>
 +
<li>two squares and four triangles</li>
 +
<li>one do-decagon and two triangles</li>
 +
<li>one do-decagon, one hexagon and one square</li>
 +
<li>one do-decagon, one hexagon and three square</li>
 +
</ol>

Revision as of 09:22, 3 December 2010

  • Adding Square & Triangular pattern (with beta 40)

--Le Forgeron 19:02, 2 December 2010 (UTC)

Square

The square pattern is a block pattern that generates a repeating pattern of squares in the x-z-plane. In this instance imagine tall rods that are square in shape and are parallel to the y-axis and grouped in bundles like shown in the example image. Four separate colors should be specified as follows:

pigment {
  square [COLOR_1 [, COLOR_2 [, COLOR_3 [, COLOR_4]]]]
  [PATTERN_MODIFIERS...]
  }

The square pattern.

Each side of the square is one unit long. The square rods of color extend infinitely in the +y- and -y-directions. If no colors are specified then default blue, green, red and yellow colors are used.

You may also use pigment statements in place of the colors. For example:

pigment {
  square  
  pigment { Aquamarine },
  pigment { Turquoise },
  pigment { Sienna },
  pigment { SkyBlue }
}

When used with textures, the syntax is...

texture {
  square  
  texture{ T_Wood1 },
  texture{ T_Wood2 },
  texture{ T_Wood4 },
  texture{ T_Wood8 }
}

The square pattern has a default color_map built in that results in red, blue, yellow and green tiles.

This is a block pattern which cannot use wave types, color_map, or slope_map modifiers.


Triangular

The triangular pattern is a block pattern that generates a repeating pattern of triangles in the x-z-plane. In this instance imagine tall rods that are triangular in shape and are parallel to the y-axis and grouped in bundles like shown in the example image. Six separate colors should be specified as follows:

pigment {
  square [COLOR_1 [, COLOR_2 [, COLOR_3 [, COLOR_4 [, COLOR_5  [, COLOR_6]]]]]]
  [PATTERN_MODIFIERS...]
  }

The triangular pattern.

Each side of the triangle is one unit long. The triangular rods of color extend infinitely in the +y- and -y-directions. If no colors are specified then default blue, green, red, magenta, cyan and yellow colors are used.

You may also use pigment statements in place of the colors. For example:

pigment { 
  triangular
  pigment { Aquamarine },
  pigment { Turquoise },
  pigment { Sienna },
  pigment { Aquamarine },
  pigment { Turquoise },
  pigment { SkyBlue }
}

When used with textures, the syntax is...

texture {
  triangular 
  texture{ T_Wood1 },
  texture{ T_Wood2 },
  texture{ T_Wood4 },
  texture{ T_Wood8 },
  texture{ T_Wood16 },
  texture{ T_Wood10 }
}

The triangular pattern has a default color_map built in that results in red, blue, cyan, magenta, yellow and green tiles.

This is a block pattern which cannot use wave types, color_map, or slope_map modifiers.


  • adding the tiling pattern (beta 40)

--Le Forgeron 09:22, 3 December 2010 (UTC)


Tiling

The tiling pattern provides some very classical patterns of tiling in the x-z plane. it should be specified as follows:

pigment {
  tiling Pattern_Number
  [PATTERN_MODIFIERS...]
  }

Providing a map is strongly recommended. It can as usual be also used with texture_map in texture.

For each pattern, each tile part of the pattern have the same bevel as the other tile in the same pattern, allowing to make regular tile caulk the size you want. For a pattern with N kind of tiles, the main colour/texture of the tiles are at x/N (with x going from 0 to N-1), and the extreme colour/texture caulk for these tiles are at (x+1)/N, the bevel covering the range between these two values.

The various tiling pattern.

Each tiles have a side which is exactly one unit long. The tiles extend infinitely in the +y- and -y-directions. If no map is specified then default grey map is used.

There are 24 provided classical tilings:

  1. single square
  2. single hexagon
  3. two triangle (one up, one down)
  4. single rhombus
  5. three rhombus of different orientations
  6. two rectangles of different orientations
  7. one octagon and a square
  8. one square and two triangles
  9. one hexagon and two triangles
  10. single square with offset
  11. one square and two rectangles
  12. one square and two rectangles with additional mirroring
  13. one square and two trapezium
  14. one square and four trapezium
  15. one big square and one small square
  16. one hexagon, one square and one triangle
  17. one hexagon, three squares and two triangles
  18. two rectangles in pair
  19. left version with one hexagon and two triangles
  20. right version with one hexagon and two triangles
  21. two squares and four triangles
  22. one do-decagon and two triangles
  23. one do-decagon, one hexagon and one square
  24. one do-decagon, one hexagon and three square