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Attempted a compromise solution. Using the prism to "fill" the gaps,
then the planes to "fill", with proper scaling, the hole inside. This is
the resulting scene:
camera{
orthographic
location <2,2,-3> look_at <0,0,0> angle 60
right x up y
}
#include "textures.inc"
light_source{<4,4,-9>,1.5}
#declare SQ = sqrt(2);
#declare octaside =
merge {
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}
prism {0,-0.075,3,<-1,0>,<0,sqrt(2)>,<1,0>}
rotate <45,0,0>
translate <0,0,-1>
}
#declare roundocta =
merge {
object {octaside}
object {octaside
rotate <0,90,0>}
object {octaside
rotate <0,180,0>}
object {octaside
rotate <0,270,0>}
union {
object {octaside}
object {octaside
rotate <0,90,0>}
object {octaside
rotate <0,180,0>}
object {octaside
rotate <0,270,0>}
rotate <0,0,180>
}
intersection{plane{<0,1,SQ>,1}
plane{<0,1,SQ>,1 rotate 90*y}
plane{<0,1,SQ>,1 rotate 180*y}
plane{<0,1,SQ>,1 rotate 270*y}
plane{<0,-1,SQ>,1}
plane{<0,-1,SQ>,1 rotate<0,90,0>}
plane{<0,-1,SQ>,1 rotate<0,180,0>}
plane{<0,-1,SQ>,1 rotate<0,270,0>}
scale <.85,.6,.85>
}
}
object {roundocta
texture {
pigment {rgbt <1,1,1,1>}
}
interior {ior 1.45
fade_distance 2
fade_power 2
caustics 2.0}
rotate <0,10,0>
}
plane {z, 1.7
texture{pigment{rgb <1,1,1>}}
}
plane {-y, 1.7
texture{Jade}
}
plane {-x, 1.7
texture{pigment{rgb <1,0,0>}}
}
Something just doesn't seem right about the result. Without caustics, or
viewed from a different angle, it looks even worse imho, and I am not
entirely sure what the problem is... Well, other than the obvious
possibility that his hack job is producing gaps I don't see when simply
clipping half the object off, to look for them, or coincident surfaces.
I kind of don't get why the plane based geometry isn't quite a correct
match either. I specifically picked the points as I did to give a
specific "known" triangle between the meridian, the top and 0,0,0, so I
would be sure the spheres and other things lined up where they needed
to, and I am not scaling anything, so in theory, the points where the
intersecting planes meet *should* be the same shape as what I
produced... Sigh... I have no clue what I am doing, do I? lol
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
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