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![](/i/fill.gif) |
BTW is there a way to interpolate in the alpha area to make it a solid
object?
"Daniel" <new### [at] hotmail com> wrote in message
news:42136175$1@news.povray.org...
> Props to you. I basically understand it. I learn by taking source code
> of programs apart and trying various things. So thanks again! If you
> want to see my finished logo for proposal, I'll be happy to send it to
> you. Now its off to combining the alphabet blocks (or my own) to this.
> Should look prerty convincing.
> "Bob Hughes" <omn### [at] charter net> wrote in message
> news:4212c756$1@news.povray.org...
>> "Daniel" <new### [at] hotmail com> wrote in message
>> news:42129027$1@news.povray.org...
>>> Can some1 please make me a sample? I'm very new at POV ray.
>>
>> Since you're new to this I sure hope you can figure out what I've done
>> here:
>>
>> // BEGIN HERE
>> global_settings {
>> assumed_gamma 1
>> }
>>
>> camera {location -3*z up y right image_width/image_height*x look_at 0}
>>
>> light_source {<100,100,-100>,1}
>>
>> #declare ImagePart=
>> texture {
>> pigment {
>> image_map {
>> png "alpha.png"
>> }
>> }
>> }
>>
>> #declare InvisiblePart=
>> texture {
>> pigment {
>> rgbt 1
>> }
>> }
>>
>> // thick-walled box
>> intersection {
>> height_field {
>> png "alpha.png"
>> water_level 0.005 // remove lowest/darkest part
>> // some adjustments to get into place
>> rotate -90*x
>> scale <1.001,1.001,2>
>> translate 0.5*z
>> }
>> difference {
>> box {
>> 0,1 // outside
>> }
>> box {
>> 0.1,0.9 // inside
>> }
>> }
>> texture {
>> gradient z
>> texture_map {
>> [0.1 ImagePart] // trying to match thickness surface...
>> [0.1 InvisiblePart] // ... so are transformations below
>> }
>> scale <1.02,1.02,2> // some adjustments to get into place...
>> translate <-0.01,-0.01,-0.01> // ... so that coverage is good
>> }
>> translate <-0.5,-0.5,-0.5> // center on world origin
>> rotate <0,-45,0> // turn to show thickness better
>> }
>>
>> // show where box is
>> difference {
>> box {
>> 0,1 // outside edges
>> }
>> box {
>> 0.01,0.99 // cutaway sides
>> scale <1.1,1,1> translate -0.015*x
>> }
>> box {
>> 0.01,0.99 // cutaway top/bottom
>> scale <1,1.1,1> translate -0.015*y
>> }
>> box {
>> 0.01,0.99 // cutaway front/back
>> scale <1,1,1.1> translate -0.015*z
>> }
>> pigment {
>> color rgb 1
>> }
>> translate <-0.5,-0.5,-0.5> // center on world origin
>> rotate <0,-45,0> // turn to show thickness better
>> }
>> // END HERE
>>
>> No doubt this complicated to go through just for a simple thing such as
>> this but I'm not able to think of a better way. Obviously there's a whole
>> lot of juggling the positions around to fit it all together right, and I
>> suppose you'll be changing it to do what you want.
>>
>> Maybe this will help anyhow. You can always ask more questions.
>>
>> Bob Hughes
>>
>>
>
>
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