|
|
>Do you have an idea, that helps me?
Something like this... it can take a while to parse,
but you can save it as a mesh, then #include
the mesh instead of generating the mesh
every time.
#declare L = prism{
cubic_spline
0,
1,
19,
<0.040627,0.911213>,
<0.197333,0.998271>,
<0.377254,0.928624>,
<0.528155,0.661645>,
<0.737096,0.133490>,
<0.893801,0.150901>,
<0.946036,0.075451>,
<0.853174,0.017412>,
<0.655841,0.075451>,
<0.493332,0.325019>,
<0.284391,0.011608>,
<0.214744,0.098666>,
<0.458508,0.475920>,
<0.377254,0.789331>,
<0.220548,0.887997>,
<0.087059,0.824154>,
<0.040627,0.911213>,
<0.197333,0.998271>,
<0.377254,0.928624>
scale <0.9,1,0.9>
translate <0.05,0,0.05>
};
#declare pig = pigment{
object {
L
Black
White
}
rotate <-90,0,0>
translate <-0.5,-0.5,0>
};
#declare fn_pig = function{pigment{pig}};
#declare fn_H = function {fn_pig(x,y,z).gray};
#ifndef (SHAPES_INC_TEMP) #include "shapes.inc" #end
#declare S = object {
HF_Sphere(fn_H, off, off, <1000,1000>, on, "", <0,0,0>, 1, 0.01)
};
difference {
object {S}
sphere {<0,0,0>,1.005}
pigment {Yellow}
rotate <0,0,0>
}
Post a reply to this message
|
|