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"Alain" <ele### [at] netscape net> wrote in message
news:44d8856c$1@news.povray.org...
> Stephen nous apporta ses lumieres en ce 08/08/2006 07:08:
>> "Chris B" <c_b### [at] btconnect com nospam> wrote:
>>> "ingo" <ing### [at] tag povray org> wrote in message
>>> news:Xns9817D1F0C8D51seed7@news.povray.org...
>>> Hi Ingo,
>>>
>>> My suggestion would be to use a prism for the shape of each room,
>> [Snip]
>>
>> sharing.
>>
>>
>> Stephen
>>
>>
> A notable advantage: the prism can easily include any door and window
> without having to use difference or union of several box.
>
> --
> Alain
> -------------------------------------------------
> Drive defensively. Buy a tank.
Actually, it sounds to me like you're talking about using prisms the other
way up to what I was suggesting.
My technique is to define a spline that follows the base of a wall all
around the room with a slightly larger section of spline running around
outside it, so that when you extrude it upwards it gives you a thin walled
hollow tube the shape of the room. You can then use CSG to punch door holes
and window holes into the sides of the walls.
The main benefit of this is that you can apply textures up the height of the
wall and they only affect the one room. The next room along is defined as a
separate prism and therefore has it's own textures.
If you use Inkscape (a vector graphics editor) to export bezier curves as
POV-Ray prisms it also means you get a very pretty floor plan in Inkscape as
a by-product.
I'll post a couple of images in povray.binaries.images when I get a moment
to illustrate what I mean.
Regards,
Chris B.
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