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In article <47cb5fa6$1@news.povray.org>, tim### [at] comcast net says...
> The center's a bit off, but this should work if
> you don't cut it too deep.
>
> #local A = <-1,0,0>;
> #local B = <1,0,0>;
> #local C = <0,sqrt(2),0>;
> #local D = <0,0,1>;
> #local RAD = 0.075;
>
> #declare tetra = mesh {
> triangle {A,B,C}
> triangle {B,C,D}
> triangle {C,D,A}
> triangle {D,A,B}
> inside_vector (A+B+C+D)/4
> translate <0,0,-RAD>
> }
>
> #declare octaside = union {
> sphere {A,RAD}
> sphere {B,RAD}
> sphere {C,RAD}
> cylinder {A,B,RAD}
> cylinder {C,B,RAD}
> cylinder {A,C,RAD}
> object{tetra}
> rotate <45,0,0>
> translate <0,0,-1>
> };
>
> #declare pyramid = union {
> object {octaside}
> object {octaside rotate <0,90,0>}
> object {octaside rotate <0,180,0>}
> object {octaside rotate <0,270,0>}
> };
>
> #declare octagon = union {
> object {pyramid}
> object {pyramid rotate <180,0,0>}
> };
>
Strictly speaking, the last version I posted was intended to be 100%
solid, with ior for crystal. The version works fine, as a solid color,
where I only plan to cut into the surface a bit to leave behind color.
I.e., when I don't need 100% of it to be solid. The problem here is, I
am not sure the result is what it *should* look like for a solid
crystal. I threw together the scene rather quickly, so I don't know if
the odd streaking is a result of the shape, the simple scene, or
mistakes in my merges. :(
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
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