POV-Ray : Newsgroups : povray.unofficial.patches : Sim-POV Feature Requests No. 1 : Re: Sim-POV Feature Requests No. 1 Server Time
30 Jun 2024 20:37:49 EDT (-0400)
  Re: Sim-POV Feature Requests No. 1  
From: Andrew Cocker
Date: 15 Dec 2002 10:24:51
Message: <3dfc9ec3$1@news.povray.org>
Christoph,

Ok, I sort-of understand, but it's not working. Can you tell me what I'm doing wrong
please?
In this scene, I just want to have 3 blocks, each textured differently:

My Topology:
topology {
      #declare Start_Mass_Part1=mechsim:mass_count;
      #declare Start_Connection_Part1=mechsim:connection_count;
      group {
            MechSim_Generate_Grid_Std(<5, 0, 0>, 0.022, 25000, 25000, 2000, true,
<0.4,0.4,0.4>, <4, 4, 4>, Trans1, 3)
            }
      #declare Start_Mass_Part2=mechsim:mass_count;
      #declare Start_Connection_Part2=mechsim:connection_count;
      group {
            MechSim_Generate_Grid_Std(<-5, 0, 0>, 0.022, 50000, 25000, 2000, true,
<0.4,0.4,0.4>, <4, 4, 4>, Trans2, 3)
            }
      #declare Start_Mass_Part3=mechsim:mass_count;
      #declare Start_Connection_Part3=mechsim:connection_count;
      group {
            MechSim_Generate_Grid_Std(<0, 0, 0>, 0.022, 50000, 25000, 2000, true,
<0.4,0.4,0.4>, <2, 8, 8>, Trans3, 3)
            }
//--------------

Then later, I use:

declare Tex1=
texture {
pigment { rgb <1,0,0>}
finish { ambient 0.00 diffuse 1 specular 1 roughness 0.01 }
}

#declare Tex2=
texture {
pigment { rgb <0,1,0>}
finish { ambient 0.00 diffuse 1 specular 1 roughness 0.01 }
}

#declare Tex3=
texture {
pigment { rgb <0,0,1>}
finish { ambient 0.00 diffuse 1 specular 1 roughness 0.01 }
}


#declare Shape1 = object {MechSim_Show_Objects(1,1,1,1,1,1,-1, false, -1, "")}
#declare Shape2 = object {MechSim_Show_Objects(2,2,2,2,2,2,-1, false, -1, "")}
#declare Shape3 = object {MechSim_Show_Objects(3,3,3,3,3,3,-1, false, -1, "")}

object {Shape1 texture {Tex1}}
object {Shape2 texture {Tex2}}
object {Shape3 texture {Tex3}}

//------------------
Sim-POV complains that there are no faces. I tried adding #declare
Start_Face_Part1=mechsim:face_count; to each group, but that didn't work.

Any ideas? Perhaps you could provide a working example?

All the best,

Andy Cocker


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