POV-Ray : Newsgroups : povray.newusers : Circular Helix : Re: Circular Helix Server Time
30 Jul 2024 02:14:17 EDT (-0400)
  Re: Circular Helix  
From: David Robinson
Date: 27 Oct 2004 13:38:26
Message: <417fdd12$1@news.povray.org>
"Renderdog" <slo### [at] hiwaaynet> wrote in message
news:web.417fcc974c4748cb4428009b0@news.povray.org...
> "David Robinson" <tdf### [at] ezrscom> wrote:
> > Ah, thanks for the tip. Looks good - but I'm afraid I don't understand
POV
> > enough yet to debug this:
> >
> > Parse Error: Expected 'object or directive', function identifier found
> > instead
> >
> > So, I'm assuming either my syntax is all wrong (I literally copy/pasted)
or
> > I should have some #include files.
> >
> > Sorry about this, I'll be off everybody's back soon :)
>
> An isosurface requires more than just the function, you'll
> have to read the documentation to make use of the helix
> functions in an isosurface.
>
> Here's a little more to go on, but you'll probably have
> difficulty with it until you play with the simpler isosurfaces
> first.
>
> #local RopeHoop = function {
>  f_helical_torus(x,y,z, 100, 60, 2,
>          1.0, 1,
>          0.5,
>          0.25, 1, 1.0, 0)
>             }
>
> isosurface {
>  function { RopeHoop(x,y,z) }
>  max_gradient 3.0
>  contained_by { box { <0, 0, 0>, <110, 10, 75> } }
>  scale 0.04
>  rotate -90*x
>       }

Thanks a lot for the tip - nearly all sorted now. This is the code so far:

--
global_settings {
    radiosity {}
}

camera {
    location <0, 0, -5>
    look_at 0
}

background { color rgb <1, 1, 1> }
global_settings { ambient_light color rgb <0, 0, 0> }

#include "functions.inc"

#declare RopeHoop = function {
         f_helical_torus(x,y,z, 5, 7, 2,
         1.0, 1,
         0.5,
         0.25, 1, 1.0, 0)
                           }

isosurface {
 function { RopeHoop(x,y,z) }
 max_gradient 1
 contained_by { box { <0, 0, 0>, <200, 200, 200> } }
 scale 0.1
 rotate 90*x
 texture {
  pigment { color rgbf <1, 0, 0, 0> }
  finish  { ambient 1 diffuse 1 }
  }
      }
--

Only real problem right now is that it only renders 1/4 of the scene (but I
have a feeling it is more likely to be building 1/4 of the model). I've
tried playing with a couple of settings but nothing is making enough of a
difference to hit me in the face with a clue...!

I'm also trying to view this from top down.

Thanks a lot,

David


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