POV-Ray : Newsgroups : povray.general : CSG Texturing : Re: CSG Texturing Server Time
16 Nov 2024 09:20:41 EST (-0500)
  Re: CSG Texturing  
From: J  L  Rose
Date: 7 Oct 1998 02:04:52
Message: <361ACC38.2E5B@spamBgone.nbnet.nb.ca>
Peter Popov wrote:
> 
> Mike wrote in message <35F5161B.8894FA29@aol.com>...
> >I never have POV handy when I'm reading these groups, but I think
> clipped_by is
> >what will do what you want.  I recall having this problem...ugh, just wish
> if I
> >can remember is that one worked.
> >
> >If that doesn't work, you could always create a union of the keys and a
> union of
> >the keyboard, then do a simple:
> >
> >union {
> >object {keyboard clipped_by { plane { } } }
> >object {keys clipped_by { plane { ) } } }
> >}
> >
> >If the planes are cutting the wrong side just use the inverse keyword.
> >
> >-Mike
> 
> Uh, clipped_by leaves a hole in the object and makes the wall infinitely
> thin... since the cutting plane is normal to the viewing rays (orthographic
> projection) I won't see a thing. I hoped bounded_by would work, by using it
> "improperly" so the results are unpredictable, but it didn't. I'll go the
> hard way (it works).
> 
> Peter

I vote for something like (in pseudo-POV-Ray code):

 union of {
     intersection { WhiteKeys and plane } 
     intersection { BlackKeys and plane }
     }


provided that it's easy to separate the two different sets of keys out
from what he already has.

-jr- 
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