Difference between revisions of "Reference Talk:Tiling Pattern"

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(Initial copy of tiling pattern page to prep for update.)
 
(Cleanup. Moved information into tiling.pov example.)
 
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* Adding a table of unit square normalization scales.
 
  
[[Category:Patterns]]
 
{{#indexentry:tiling, keyword}}
 
{{#indexentry:tiling, pattern}}
 
{{#indexentry:keyword, tiling}}
 
{{#indexentry:pattern, tiling}}
 
<p>The <code>tiling</code> pattern creates a series tiles in the x-z plane. See the image below for examples of the twenty-seven available patterns.</p>
 
<p>The syntax is as follows:</p>
 
<pre>
 
pigment {
 
  tiling Pattern_Number
 
  [PATTERN_MODIFIERS...]
 
  }
 
</pre>
 
<table class="centered" width="580px" cellpadding="0" cellspacing="10">
 
<tr>
 
  <td>[[Image:RefImgTiling2.gif|center|560px<!--centered--->]]</td>
 
</tr>
 
<tr>
 
  <td><p class="caption">The various tiling patterns annotated by tiling pattern and tiling type respectively</p></td>
 
</tr>
 
</table>
 
 
<p>For each pattern, each individual tile of the pattern has the same beveling as the other tiles in that pattern, allowing regular caulking to be defined. For a pattern with N tile types (where N is the tiling type noted in the above image) the main color/texture of the tiles are at x/N with x going from 0 to N-1, and the extreme color/texture caulk for these tiles are at (x+1)/N. The bevel covers the range between these two values.</p>
 
 
<p>To begin exploring the <code>tiling</code> pattern right away, see the distribution file <code>~scenes/textures/pattern/tiling.pov</code>. It uses obvious colors to better illustrate how the feature works, and you can optionally write it's <code>color_map</code> to a text file. Once you get a feel for the break points, you can always define you own map!</p>
 

Latest revision as of 14:43, 27 September 2016