The Mesh primitive can have UV mapping coordinates, if created from an OBJ file that includes them.
These coordinates can be used to map HDR pictures or even procedural textures on surfaces without the overhead of specifying all the awkward transformations that would be necessary using a .cal file (like picture.cal)
The steps required to use UV mapping with a Radiance Mesh are the following:
obj2mesh -a materials model.obj > model.rtmra_tiff -r image.tif image.picgetinfo -d image.pic | rcalc -e ‘$1=$5/$3’void colorpict image 7 red green blue image.pic . A1*((Lu-A3)/A5-floor((Lu-A3)/A5)) A2*((Lv-A4)/A6-floor((Lv-A4)/A6)) 0 6 Ru Rv Tu Tv Su Sv #6 A1 A2 A3 A4 A5 A6
image plastic material 0 0 5 1 1 1 0 0
void mesh id 1 model.rtm 0 0
where: