POV-Ray : Newsgroups : povray.newusers : Help need on intersection please : Re: Help need on intersection please Server Time
28 Jul 2024 16:23:07 EDT (-0400)
  Re: Help need on intersection please  
From: Jan Dvorak
Date: 19 Apr 2008 13:34:20
Message: <480a2d1c@news.povray.org>
Bob Frew napsal(a):
> Am not really a newbie, thought I had CSG sussed.  However !!!
> Can not see the reason I get a hollow object from the following code. See 
> attached picture
> All help appreciated
> Bob
> 
> #############################################################################
> #version 3.6;
> #include "colors.inc"
> global_settings { assumed_gamma 1.0}
> // ----------------------------------------
> #local cam_type = "t";
> #if (strcmp(cam_type, "f") = 0)  // f = from front
>      #local cam_location = <0.0, 0.5, -3.0>;
>      #local cam_look_at  = <0.0, 0.5,  0.0>;
> #end
> #if (strcmp(cam_type, "t") = 0)        // t = from top
>      #local cam_location = <0.0, 4.5, -0.1>;
>      #local cam_look_at  = <0.0, 0.0,  0.0>;
> #end
> camera {
>   direction 1.5*z
>   right     x*image_width/image_height
>   location  cam_location
>   look_at   cam_look_at
> }
> 
> sky_sphere {
>   pigment {
>     gradient y
>     color_map {
>       [0.0 rgb <0.6,0.7,1.0>]
>       [0.7 rgb <0.0,0.1,0.8>]
>     }
>   }
> }
> plane { y, 0
>         pigment { checker
>                 pigment { color rgb <0.7,0.0,0.0> }
>                 pigment { color rgb <1.0,1,1> } }
>   }
> light_source {<0, 0, 0> color rgb <1, 1, 1>  translate <-0.1, 100, -0.2>}
> light_source {<0, 0, 0> color rgb <1, 1, 1>  translate <-5, 5, -0.2>}
> // -------------------------------------------------------------------
> intersection {
>     cylinder { <0, -1, 0>, <0, 1, 0>, 1 translate -0.5*x }
>     cylinder { <0, -1, 0>, <0, 1, 0>, 1 translate  0.5*x }
>     pigment  { Yellow }
>   }
> 
> ############################################
> 
> 
> 
Make one of the cylinders slightly longer. POVray does not know how to 
handle coincident surfaces. This is a common problem of all or nearly 
all raytracers.


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