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*smile*
Yeah, I know its a foolish thing to do, the effect I had intended was :
loop between 0 and 1, step 1/10000, then multiply and so on..
I choose a log function, got smoother...
But the reason for the question is why it takes so long to bound them??
Is it the union ??? I think there ios a setting to break unions, can't remember it....
Is it this ?
oh... I'm getting nasty tired of stack faults... *sigh* max_trace_level can't be high
enough...
(50000 transparent objects, filtering and reflecting, all in view... this gives a lot
of
relection.... I want a high trace level. Are the stack settings better in dos version
than
windows ??? )
//Spider
Graham Redway wrote:
>
> Spider,
> It's to do with the 'exp(N)' in the translation:
> >>translate <exp(N)*Xc, TransY, 0><<
>
> I substitued a '1' and it bounds ->much<- quicker.
> e to the power of 1000, then e to the power 999, e to 998 ... are v. large numbers.
Why
> would you want to translate something in the direction of x with a huge (near
inifinate)
> value when y is only translated to a maximum of 15?
>
> Hope this helps.
> Graham.
>
> Spider wrote:
>
> > Hello... Just a little question here...
> >
> > I'm trying to place a lot of spheres in a postition, the Y pos is linear, adn the
X/Z is
> > smothly changed..
> > But, this little pice of code gives me a pain...
> > The bounding time is horrible.... (I'm not patient there.)
> >
> > I'm using winpov, 3.1a .
> >
> > Any ideas ???
> >
> > //Spider
> >
> > #declare drop = sphere { <0,0,0> 0.1 }
> > union {
> > #local Drops = 1000;
> > #local DropsInv = 1/Drops;
> > #local EndX = 15;
> > #local EndY = 20;
> > #local Yc = DropsInv*EndY;
> > #local Xc = DropsInv*EndX;
> > #local s1 = seed(666);
> > #local s2 = seed(777);
> > #local N = Drops;
> > #while(N>0)
> > #local TransY = N*Yc;
> > object {
> > drop
> > translate <exp(N)*Xc, TransY, 0>
> > rotate <0,rand(s2)*360,0>
> > }
> > #declare N=N-1;
> > #end
> > pigment { rgb 1 }
> > translate -EndY*0.5*y
> > }
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