tma - Texture mapping
Name
tma — Texture mapping
Syntax
tma [zlevel] [rng] [opa] ; # Will produce a flat and fast display using seismic color table
tma workspacename ; # Will display the grid in workspacename onto a white surface with texture coordinates displayed on the screen; see example 3.
tma sur [ima] ; # will make a surface texture map using default color table unless ima is specified
tma hi workspacename ; # will texture map the grid in workspacename onto the grid in active
Description
Texture map a grid in active. When producing a flat image the seismic color table is used. When producing a terrain map, the default color table is used.
Arguments
No argument. The grid in active is texture mapped.
zlevel
The grid in active is texture mapped at the zlevel position.
rng range1 range2
Apply the color table between range1 and range2. Valid for all options
opa opacity
The undefined part of the grid will have opacity between 0 and 1.
Examples
An application of tma is found in the command menu Terrain image on grid.
Ex.1: Texture map with color range
z ;# Erase screen win demo ;# Get demo window (450000 460000 6450000 6460000 1000 4000) spe bgc whi ;# Specify background color to white mak ran 11 ;# Make 11 random points grp inc 100 100 ;# Make grid with increment 100 x 100 tma rng 2000 3000 ;# Map using range from 2222 to 3333 cco rev col bla nsh s 2000 200 3000 tit "Range" ;# Color texture legend
The above example produces this image.
Texture map with color range and legend
Ex.2: Texture map a grid onto another grid
z ;# Erase screen win demo ;# Get demo window (450000 460000 6450000 6460000 1000 4000) spe bgc whi ;# Specify background color to white mak ran 18 ;# Make 18 random points grp inc 70 70 ;# Make grid with increment 70 x 70 mhi gg ;# Move to workspace gg mak ran 11 ;# Make 11 random points grp inc 100 100 ;# Make grid with increment 100 x 100 tma hi gg ;# Texture map grid gg onto grid in active cco rev col bla nsh tit "Range" ;# Color legend
The above example produces this image.
Texture map with color range and legend
Ex.3: Texture map a grid onto a polydata surface
z ;# Erase screen win demo ;# Get demo window (450000 460000 6450000 6460000 1000 4000) spe bgc whi ;# Specify background color to white mak ran 18 ;# Make 18 random points grp inc 70 70 ;# Make grid with increment 70 x 70 mhi gg ;# Move to workspace gg mak ran 11 ;# Make 11 random points grp inc 100 100 ;# Make grid with increment 100 x 100 mak p ;# Make polydata mak tex ;# Make texture coordinates col whi ;# Select white color dis ;# Display surface in whi tma gg ;# Texture map grid gg onto polydata in active cco rev col bla nsh tit "Range" ;# Color legend
The above example produces this image.
Texture map with color range and legend