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On 24-10-2014 2:19, Bald Eagle wrote:
> Wouldn't a more robust fix focus on adding some thickness to the surfaces?
> Use cylinders and boxes and CSG for one level, and then just stack the resulting
> optimized unit with a loop...
>
That's what I thought too. I have been playing a little bit with the
concept and came up with something like this:
//---------------------------------------------------------------------------
#include "functions.inc"
union {
difference {
cylinder {
<0,0,0>,<0,0.10,0>, 1.00
scale <1,1,1> rotate<0,0,0> translate<0,0,0>
}
difference {
prism {
-0.01, 0.11, 4
<-0.50, 0.00>, // first point
< 0.50, 0.00>,
< 0.00,-1.00>,
<-0.50, 0.00> // last point = first point !!!
scale <1.00, 1.00, 1.00>
rotate <0,0,0>
translate <0.00, 0.00, 1.00>
}
cylinder {
<0,-0.2,0>,<0,0.12,0>, 0.50
scale <1,1,1> rotate<0,0,0> translate<0,0,0>
}
} //end of difference
rotate 180*y
} //end of difference
intersection {
difference {
isosurface {
function {
f_helix1(
x,y,z,
1, // number of helixes, (1 = single helix, 2 = double
helix etc.)
2, // period, turns on the length of 2*pi
0.5, // minor radius,
0.90, // major radius,
0.15, // shape parameter,
0, // cross section type, (0.0 to 1.0 = square ...
rounded to circle
// over 2.0 to 3.0 = rounded to
diamond and concave diamond
0 // cross section rotation angle
)
}
contained_by {box {<-1,0,-1>,<1,2,1>}}
max_gradient 10
scale 1.0
rotate <0, -120, 0>
translate <0,0,0>
}
cylinder {<0,-0.01,0>,<0,10,0>,0.5}
} //end of difference
cylinder {<0.0,0>,<0,10,0>,1}
} //end of intersection
texture {
pigment {color rgb <1,1,0.8> }
normal {bumps 0.1 scale <0.005,0.005,0.005>}
finish { phong 0.5 reflection{ 0.00 metallic 0.00} }
}
rotate 25*y
} //end of union
//---------------------------------------------------------------------------
The most difficult to control imo is the isosurface. Some more
documentation in addition to the POV-Ray docs and Mike Williams'
explanation (http://www.econym.demon.co.uk/isotut/builtin1.htm) would be
welcome in fact.
Thomas
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