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Decided to rework the design of the octahedron, so that it *should*
allow me to do this:
#declare octoside = {blah}
union {
object {octoside
rotate <0,90,0>}
...
}
and get the result I want. The problem is, this is as far as I got:
camera{
orthographic
location <0,sqrt(2)/2,-3> look_at <0,sqrt(2)/2,0> angle 60
right x up y
}
light_source{<5,5,-10>,1.5}
//intersection {
union {
sphere {<-1,0,0>,0.075}
sphere {<1,0,0>,0.075}
sphere {<0,sqrt(2),0>,0.075}
cylinder {<-1,0,0>,<1,0,0>,0.075}
cylinder {<0,sqrt(2),0>,<1,0,0>,0.075}
cylinder {<-1,0,0>,<0,sqrt(2),0>,0.075}
texture {
pigment {rgb <1,1,1>}
}
//triangle {<-1,0,-0.075>,<0,sqrt(2),-0.075>,<1,0,-0.075>}
//triangle {<-1,0,0.075>,<0,sqrt(2),0.075>,<1,0,0.075>}
//rotate <45,0,0> <- test purposes, move to last statement in final
object, with translate.
//translate <0,0,-1>
}
// box {<-1,0,-0.075>,<1,sqrt(2),0.075>}
//
//}
Neeless to say, since the original used intersection, I took a chance on
that working. It didn't. The **best** solution would be if I could tie
triangles to the center points and weld them to the main object, to
produce a solid, or at least one solid enough to cut sections out of and
have material left behind, instead of a hollow shell with a hole in it.
It only get worse if I want to late make a crystal version, or some
other such thing, where the entire inside has to be solid, instead of it
being hollow. There has got to be some means I can fill in the sides,
like I want, and also the rest of the interior of the final object. I am
just not seeing it at the moment. And, if its something blindingly
obvious, like using triangles some how, then I can even set the exact
points I want, instead of using the 45 degree angle trick and computing
the sqrt(2) length for the side being rotated into place. Can't imaging
why I didn't try something like this before... lol Might have been
easier to model this bloody thing as a patch.
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
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