POV-Ray : Newsgroups : povray.newusers : A perplexity... : Re: A perplexity... Server Time
29 Jul 2024 14:13:59 EDT (-0400)
  Re: A perplexity...  
From: Patrick Hagerty
Date: 30 Oct 2005 17:54:41
Message: <43655054.BFA2ECB2@daeoria.org>
OK.  I tried it.  It worked.

I was simply failing to think in three dimensions.  A plane is two dimensional,
a box is three dimensional.  That's what I get for doing most of my POV-Ray
work in the evening after a day of mind numbing work.

Thanks again.


Patrick Hagerty wrote:

> Of course!  I did the "plane" method first and forgot that I'm dealing with
> more surfaces with boxes than I am with planes.
>
> Thanks!
>
> Mike Williams wrote:
>
> > Wasn't it Patrick Hagerty who wrote:
> > >I'm playing with gems.  (I "wish" they were the real thing.  Just POV
> > >stuff, though.)
> > >
> > >I'm observing some anomolous (to me) behavior.  I'm using a declaration
> > >to define the gem structure.  If I use an "intersection" of box objects,
> > >I get a dirty or noisy material as a result.  If I use an intersection
> > >of planes, I get a very clean crystaline result.  The code and resultant
> > >images are below.
> >
> > What's happening is that a box rotated by +45 is exactly the same as a
> > box rotated by -45, so you're getting the coincident surface problem.
> > See "2.4.2.5  Why are there strange dark pixels or noise on my CSG
> > object?" in the documentation.
> >
> > If you delete three of the rotated boxes in your intersection it will be
> > the same shape but without most of the speckles. The remaining speckles
> > are caused by the fact that each of the rotated boxes have two faces
> > that are coincident with the unrotated box. E.g. the box that's rotated
> > by y*45 has the top and bottom face still in the same plane.
> >
> > You can fix that by making the first box have a slightly different size.
> >
> > #declare BrilliantJewell = intersection
> > {
> >    box { <-1.0001, -1.0001, -1.0001>, <1.0001, 1.0001, 1.0001> }
> >    box { <-1.0, -1.0, -1.0>, <1.0, 1.0, 1.0> rotate  45*x }
> >    box { <-1.0, -1.0, -1.0>, <1.0, 1.0, 1.0> rotate  45*y }
> >    box { <-1.0, -1.0, -1.0>, <1.0, 1.0, 1.0> rotate  45*z }
> >
> > By the way: Don't post images to this newsgroup. Binary files should
> > only be posted to a .binaries newsgroup.
> >
> > --
> > Mike Williams
> > Gentleman of Leisure


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