POV-Ray : Newsgroups : povray.advanced-users : Ok, seriously, I need help here.. : Re: Ok, seriously, I need help here.. Server Time
5 Jul 2024 15:51:00 EDT (-0400)
  Re: Ok, seriously, I need help here..  
From: Patrick Elliott
Date: 2 Mar 2008 15:26:10
Message: <MPG.2234bb14eb31d9cc98a111@news.povray.org>
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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