POV-Ray : Newsgroups : povray.newusers : Bulge : Re: Bulge Server Time
5 Nov 2024 01:24:15 EST (-0500)
  Re: Bulge  
From: Nekar Xenos
Date: 3 Apr 2001 05:34:32
Message: <3ac99928@news.povray.org>
I have the vectors for the shape. Can I extrude that instead of using csg
and still do the bulge? I'll try your method just to get the hang of it. At
the moment I can't understand how an intersection with a cylinder would give
a bulge, but I'll take a deeper look into it.

Thanks

Nekar
"Joshua English" <eng### [at] spiritonecom> wrote in message
news:3AC9670C.2D6A82B6@spiritone.com...
> Nekar Xenos wrote:
>
> > What would be the best way to make the bulge on a violin?
> >
> > Nekar
>
> Boy, if you're using a modeller that uses patches it should be easy, but
> in POV-Ray on it's own that can be difficult. I would start by declaring
> the shape for the violin :
>
> // Violin shape, very primitive
> #declare Violinshape =
> difference {
>   union {
>     cylinder { <0,0,1> <0,1,1> 1 }
>     cylinder { <0,0,-1> <0,1,-1> 1 }
>     }
>   cylinder { <0,-0.1,0> <0,1.1,0> 1 scale <0.25,1,0.5> translate -1*x }
>   cylinder { <0,-0.1,0> <0,1.1,0> 1 scale <0.25,1,0.5> translate  1*x }
>  }
>
> This should give you the basic profile, then use something like the
> following:
> intersection {
>   object { Violinshape }
>   cylinder { <0,-n,-2> <0,-n,2> n+1 }
>   texture { ... }
>   }
>
> You can experiment with larger values on n (Keep n positive but keep the
> negative signs). The top of the bulge will touch the plane y=1 no matter
> what value you use for n.
>
> This is untested, but this is how I would start it. You might use a
> prism shape to declare the violin shape to make it more accurate.
>
> Josh English
> eng### [at] spiritonecom
>


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