|
![](/i/fill.gif) |
Jaap Frank wrote:
>[snip]
> Because of this a request to Christof Lipka or Thorsten Froehlich;
> Is it possible to raise the poly shape to power eight?
> Power seven is just one power to low. If you mesh around with
> these equations, then it always ends up with power four, eight or even
> sixteen.
>
A power 8 poly works fine in 3.7beta35. (I don't have 3.6 installed in a
convenient computer right now.)
Beautiful work!
~waggy
#local a=1;
#local b=1;
#local A=4; // Major radius of the swept elipse
#local B=2; // Minor radius of the swept elipse
#local tratio=a/b;
#local c21= pow(tratio,4);//ok
#local c20= 2*pow(tratio,2)*(B*B-a*a);//ok
#local c19= pow(B*B-a*a,2);//ok
#local c18= 2*pow(tratio,6) ;//ok
#local c17= 2*pow(tratio,4);//ok
#local c16=-2*pow(tratio,4)*( A*A+B*B -3*(B*B-a*a) );//ok
#local c15=-2*pow(tratio,2)*( A*A-a*a +B*B-a*a -4*(A*B-a*a) );//ok
#local c14= 2*pow(tratio,2)*( pow(B*B-a*a,2) -2*(B*B-a*a)*(A*A+a*a) );//ok
#local c13= 2*( (A*A-a*a) * (B*B-a*a) +2*pow(A-B,2)*a*a ) ;//ok? unclear
where closing paren goes
#local c12=-2*pow(B*B-a*a,2)*(A*A+a*a);//ok
#local c11= pow(tratio,8);//ok
#local c10= 2*pow(tratio,6);//ok
#local c9 = 2*pow(tratio,6)*((A*A-a*a)+(B*B-a*a));//ok
#local c8 = pow(tratio,4) ;//ok
#local c7 =-2*pow(tratio,4)*( (A*A+B*B)-3*(A*A-a*a) );//ok
#local c6 = pow(tratio,4)*( pow((A*A-a*a),2) +pow((B*B-a*a),2)
+4*(A*A-a*a)*(B*B-a*a) );//ok
#local c5 = 2*pow(tratio,2)*(A*A-a*a);//ok
#local c4 = 2*pow(tratio,2)*( pow(A*A-a*a,2) +2*(A*A-a*a)*(B*B+a*a) );//ok
#local c3 = 2*pow(tratio,2)*( pow(A*A-a*a,2)*(B*B-a*a) +
(A*A-a*a)*pow(B*B-a*a,2) );//ok
#local c2 = pow(A*A-a*a ,2);//ok
#local c1 =-2*pow(A*A-a*a,2)*(B*B+a*a);//ok
#local c0 = pow(B*B-a*a,2)*pow(A*A-a*a,2) ;//ok
//powers check out ok.
#declare oval_oval_torus = function(x,y,z) {
c21* pow(x,4)*pow(y,4)
+c20* pow(x,4)*pow(y,2)
+c19* pow(x,4)
+c18* pow(x,2)*pow(y,6)
+c17* pow(x,2)*pow(y,4)*pow(z,2)
+c16* pow(x,2)*pow(y,4)
+c15* pow(x,2)*pow(y,2)*pow(z,2)
+c14* pow(x,2)*pow(y,2)
+c13* pow(x,2)*pow(z,2)
+c12* pow(x,2)
+c11* pow(y,8)
+c10* pow(y,6)*pow(z,2)
+c9 * pow(y,6)
+c8 * pow(y,4)*pow(z,4)
+c7 * pow(y,4)*pow(z,2)
+c6 * pow(y,4)
+c5 * pow(y,2)*pow(z,4)
+c4 * pow(y,2)*pow(z,2)
+c3 * pow(y,2)
+c2 * pow(z,4)
+c1 * pow(z,2)
+c0
}
poly {8,
<0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
c21,0, 0, 0, 0, c20, 0, 0, 0,
0, 0, 0, 0, 0, c19, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, c18, 0,
0, c17, 0, c16, 0, 0, 0, 0, 0, 0,
c15,0, c14, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, c13, 0, c12, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, c11,
0, 0, c10, 0, c9, 0, 0, 0, 0, c8, 0,
c7, 0, c6, 0, 0, 0, 0, 0, 0, 0, 0,
c5, 0, c4, 0, c3, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, c2, 0, c1, 0, c0>
sturm // Using strum isn't that much slower, and seems nicer.
texture {
pigment {
color rgb <0.8,0.8,1.0>
}
finish{
diffuse 0.3
ambient 0.0
specular 0.6
reflection { 0.8 metallic }
conserve_energy
}
}
//rotate 90*x
//translate y*((A+B+a+b)/2 +0.5)
}
Post a reply to this message
|
![](/i/fill.gif) |