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Hor wrote:
> Hello,
>
The only perfect solution would be to build the exact geometry you want,
but this is the easiest imperfect solution. There are some cludges
(image_map used in an image_pattern renders dark for some reason), but
I'm on my way out, so this is as good as it's going to get. Save the
following as clear_intersections.pov and run with the command line
options specified in the comment lines.
-Shay
// 2D overlaps are transparent
// render +kfi1 +kff3 +ua
global_settings{
assumed_gamma 1
}
#local MySceneGeometry = union {
torus{.5, .03
translate <0,0,.25>
rotate <0,0,0>
}
torus{.5, .03
translate <0,.1,.25>
rotate <0,72,0>
}
torus{.5, .03
translate <0,.2,.25>
rotate <0,144,0>
}
torus{.5, .03
translate <0,.3,.25>
rotate <0,216,0>
}
torus{.5, .03
translate <0,.4,.25>
rotate <0,288,0>
}
rotate <90,0,0>
}
// frame 1 is the normal scene
#if (frame_number=1)
camera{
location <0,0,-2>
look_at <0,0,0>
}
light_source{
<25,25,-25>
color rgb 1
}
object{MySceneGeometry
pigment{rgb <1,0,0>}
}
#end
// frame two puts light spots at the
// 2D overlaps
#if (frame_number=2)
plane{-z, -10
pigment{rgb 0}
}
camera{
location <0,0,-2>
look_at <0,0,0>
}
object{MySceneGeometry
pigment{rgbt <1,1,1,.5>}
finish{ambient 1}
}
#end
// frame three cuts out the overlaps
#if (frame_number=3)
#local PicturePig = pigment{
image_map{
png "clear_intersections1.png"
}
}
camera{orthographic
location <.5,.5,-1>
look_at <.5,.5,0>
up 1*y
right 1*x
}
box{<0,0,0>, <1,1,1>
pigment{
image_pattern{
png "clear_intersections2.png"
}
pigment_map{
[.87 PicturePig]
[.93 PicturePig transmit 1]
}
}
finish{ambient 1.5}
}
#end
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