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I think the way POV-Ray works does not make
this possible. Perhaps using functions, or Horman's
isoCSG, but I'm not too sure about that. After all, you
are talking about a double step: find the surface, get
the normal, and then move surface in opposite direction
to normal...
This may work very easy with meshes, but not with
mathematical solutions, and especially not a jumbled
mess of them (which a union/merge normally is)...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
"Jellby" <jel### [at] M-yahoo com> schrieb im Newsbeitrag
news:3dfce408@news.povray.org...
> Hello,
>
> Have you ever felt that the standard scaling is not what you need? I was
> thinking about that and it occurred to me that it could be interesting to
> be able to grow or shrink an object not relative to the origin (as with
the
> standard scaling) but perpendicularly to its surface. Does this have any
> sense? It would be equivalent for some simple shapes: sphere, cube... but
> for others it would be like changing the threshold value (for blobs), or
> altering the minor radius (for tori)...
>
> I know this is more than probably not easy (impossible?) to do, and maybe
> it's not interesting at all, but well, I lose nothing by writing it here
:)
>
> Regards
>
> --
> Linux User #289967 (counter.li.org)
> PGP Pub Key ID: 0x01A95F99 (pgp.escomplinux.org)
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