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On 05/09/2016 4:09 PM, Le_Forgeron wrote:
> Help yourself,
>
> Le 05/09/2016 à 21:04, StephenS a écrit :
>> abs(x-Radius/2)-Radius/2+Block_gap // wrong except for 90 degrees
>> )
>
> What is abs(x-Radius/2)-Radius/2+Block_gap, but the projection of the coordinate on
the normal of the plane, for a very particular case,
>
> Actually, abs is slicing twice, so
> abs(x-Radius/2)-Radius/2+Block_gap can be replaced by -x+Block_gap for the same
effect of cutting along a plane.
I may have seen this if I started from scratch, but I started from my
box code.
>
> now, replace the -x by the computation of the distance along the normal at 120° and
you are nearly done.
>
>
> isosurface{
> function {
> max(
> sqrt(pow(x,2)+pow(z,2))-Radius+Block_gap,
> abs(y-Height/2)-Height/2+Block_gap, // cylinder height
> abs(z-Radius/2)-Radius/2+Block_gap, // my reference edge
> -x*sin(radians(120))+z*cos(radians(120))+Block_gap
I saw this from the isosurface tutorial, but was not sure how to fit,
abs(x-Radius/2)-Radius/2+Block_gap, to it.
> )
> }
> contained_by { box { <-Radius,0,-Radius>, <Radius,Height,Radius> } }
> texture { pigment { color rgb 1 } }
> }
>
>
> Have a good night.
>
Not yet, still time for one more render ;-)
Thanks.
Stephen S
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