POV-Ray : Newsgroups : povray.pov4.discussion.general : rounded intersections? : rounded intersections? Server Time
3 May 2024 05:04:00 EDT (-0400)
  rounded intersections?  
From: Dan Connelly
Date: 26 Sep 2008 14:00:33
Message: <48dd2341$1@news.povray.org>
The #1 feature I'd like to see is support for "rounded corners".

Blobs are a step in the right direction, but they have obvious issues.  For example,
they bulge at intersections.  Further, the number of primitives (cylinders and
spheres) is too small.

I wonder if there's a way to more specifically model the interface between objects, or
the interface between faces.  Sharp corners are so rare in life, yet so hard to avoid
in POV.

What I love about POV is that it's parametric.  For example, I can design a bicycle
crankset, then instantly generate a crankset for any reasonable crank length and
chainring tooth counts -- it's a matter of changing a single parameter passed to the
macro.  I'm not sure how easy that would be in blender.... (then, I don't know
blender).

There are two ways this could be done, it seems.  One is for actually modifying the
boundary, the other is the smooth the normals but keep the boundary intact.  The
smoothed normal might look fairly good.

For pathological objects like fractals, this may be hopeless. But for simple objects,
perhaps it is manageable.

//-------------------------------------------------//
#include "colors.inc"

background {
   color Black
}

light_source {
   -10 * z
   White
   rotate 15 * x
   rotate 15 * y
}

blob {
   threshold 0.5
   cylinder { -y, 0, 1, 1 }
   cylinder { 0, y,  1, 1 }
   translate -x
   pigment { color Green }
}

blob {
   threshold 0.5
   cylinder { -y, y, 1, 1 }
   translate x
   pigment { color Yellow }
}


camera {
   location -8 * z
   look_at 0
   angle 30
}


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