POV-Ray : Newsgroups : povray.newusers : Make it shorter. : Re: Make it shorter. Server Time
30 Jul 2024 08:17:35 EDT (-0400)
  Re: Make it shorter.  
From: Oleguer Vilella
Date: 11 Aug 2004 15:45:58
Message: <411a7776@news.povray.org>
Hello,

Well, if you render my picture you will see a very large membrane. I want
make it shorter, for example: if it's 14cm I will make it 10cm. You don't
have to look my web site, only you should run the code that I have sent in
the group. Do you understand me??

Best regards,
Oleguer


mensaje news:411a7212@news.povray.org...
> Oleguer Vilella wrote:
>
> > Hello,
> >
> > I have to make shorter this membrane I don't know how can I do it. I
also
> > make an angle like a bridge I trayed with sine and cosine but,
logically,
> > it's doesn't work like I need. The code is:
> ...
> > Please if someone can help me, replay in the group.
> > I wait your ideas.
>
> Oleguer, I don't understand what you are trying to achieve.
>
> Maybe that is because I am not able to understand your
> spanish(?) comments and because I know little about lipids
> and membranes.
>
> (Babelfish at http://www.infonegocio.com/oleguervm could
> not help me much either ):
>
> Please try to explain more. Do you have links to any images
> that shows similar shapes to those that you are trying to
> make ?
>
>
> In order to make it easier for others in these news groups
> to help, you should try to make your code more structured
> and readable. I have done this with your code -> See below.
>
>
> Remember that the sin() and cos() functions in POV-Ray
> expects their arguments to be in radians, not degrees.
>
>
> Tor Olav
>
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> #version 3.6;
>
> #include "colors.inc"
> #include "textures.inc"
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> #macro Make_Stuff(Stuff, How_Many)
>
>    #local Ample = -12;
>    #while (Ample < How_Many)
>      object {
>        Stuff
>        rotate <0, 0*Ample, 0>
>        translate <3*Ample, 0*cos(Ample/8), 0>
>      }
>      #local Ample = Ample + 1;
>    #end // while
>
> #end // macro Make_Stuff
>
>
> #macro Make_Many(Stuff, How_Many)
>
>    #local Fons = 0;
>    #while (Fons < How_Many)
>      object {
>        Stuff
>        translate <0, 0*sin(Fons/8), 3*Fons>
>      }
>      #local Fons = Fons + 1;
>    #end // while
>
> #end // macro Make_Many
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> #declare Finish =
>    finish {
>      ambient 0.2
>      diffuse 0.8
>      phong 1
>    }
>
> #declare RedTexture =
>    texture {
>      pigment { color Red }
>      finish { Finish }
>    }
>
> #declare WhiteTexture =
>    texture {
>      pigment { color White }
>      finish { Finish }
>    }
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> #declare Blob =
>    blob {
>      threshold 0.1
>      sphere {
>        <0, 0, 0>, 2, 1
>        texture { RedTexture }
>        scale 0.8
>      }
>      cylinder {
>        <0.8, 0, 0>, <0.8, -5, 0>, 0.5, 1
>        texture { WhiteTexture }
>        scale 0.8
>      }
>      cylinder {
>        <-0.8, 0, 0>, <-0.8, -5, 0>, 0.5, 1
>        texture { WhiteTexture }
>        scale 0.8
>      }
>    }
>
>
> #declare Lipid =
>    union {
>      object {
>        Blob
> //      rotate <0, 0, 0>
> //      translate <0, 14, 1>
>      }
>      object {
>        Blob
>        rotate <190, 0, 0>
>        translate <0, -8, -1>
>      }
>      translate <90, 0, 0>
>      scale 0 // Does not make sense. Read the warnings POV-Ray outputs.
>      scale <0, -0.78, 0>
>    }
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> #declare Layer = union { Make_Stuff(Lipid, 100) }
>
> union { Make_Many(Layer, 50) }
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> background { color White }
>
> camera {
>    location <170, -11, -110>
>    look_at <180, -15, -16>
> }
>
> light_source {
>    <170, -30, -100>
>    color White
> }
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7


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