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On Sun, 9 Feb 2003 23:23:39 +0100, Manuel Kasten wrote:
> "hughes, b." <omn### [at] charternet> schrieb:
>> Never seen that happen before so I couldn't tell you anything. It doesn't
>> looks like a part of the spline, e.g. a misplaced endpoint/control point.
>> Looks a lot like a separate piece.
>>
>> Is this using the spline macro? I suppose there's a chance it could be where
>> two splines meet... No way of knowing without checking the pov script.
>>
>>
>
> It is only one spline.
>
> I was able to reproduce it, but that didn't help me to avoid it in my scene.
>
> Here's the reproduce:
>
>
> ----------code----------
> #include "spline.mcr"
>
> #declare coil = create_spline (
> array[3] {<-75,0,0><0,0,3><75,0,0>},
> create_default_spline +
> spline_sampling (on) )
>
> #declare coil2 = create_spline (
> array[3] {<0,0,-75><-3,0,0><0,0,75>},
> create_default_spline +
> spline_sampling (on) )
>
> union {coil_spline (coil, spline_steps (40)
> + spline_radius (4)
> + coil_radius (1.5))
> pigment {rgb <1, 0, 0>}
> finish {phong 0.6}
> translate 20*z}
>
> union {coil_spline (coil2, spline_steps (40)
> + spline_radius (4)
> + coil_radius (1.5))
> pigment {rgb <1, 0, 0>}
> finish {phong 0.6}
> rotate 90*y
> translate -20*z}
>
>
> camera {location <0,500,-150> look_at <0,0,0> angle 20}
> background{rgb 1}
> light_source { <500,500,500> rgb 1 }
>
> ----------end_code----------
I've never used this macro so I'm not sure but it looks like the cable is
half-turned in one of them creating a quite realistic "kink". I'd guess
turning one end around would actually help, no joke!
I might be completely wrong...
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