|
|
In article <web.47c2d45def771f4cfddaa4670@news.povray.org>,
nomail@nomail says...
>
> > > The six vertices are x,y,z,-x,-y,-z, possibly scaled by something.
> > > If you want rounded edges, say with radius R,
> > > then put spheres with radius R at each vertex, a cylinder with radius
> > > R at each edge (or, to save code, a spheresweep
> > > x y (-x) (-y) x z y (-z) (-y) z (-x) (-z) x )
> > > displace the triangle with vertices a,b,c by (a+b+c)*R/sqrt(3) (for
> > > all applicable values of a b and c).
> > > This assumes, that you do not need a solid die, i.e. your textures ar
e
> > > not transparent.
> >
> > Got to be solid, or at least mostly. I need to cave in a set of symbols
,
> > and lettering.
>
> In that case replace the triangles with something solid.
> The easiest would be an eight of an octahedron: For the triangle with
> vertices a, b, and c this would be
>
> intersection {
> plane { -a 0 } plane { -b 0 } plane { -c 0 }
> plane { a+b+c 1/sqrt(3) }
> translate (a+b+c)*R/sqrt(3)
> }
>
> Keep in mind, though, that carved dice are not considered fair.
>
> Best,
>
> Mark Weyer
>
Decided to use the one in shapes2.inc and just scale it, thought that
means, at some point, lopping edges off and replacing them with
cylinders, etc, to round it. Got a different problem though. The
texture... So far I have this, which I am not real satisfied with:
texture {
pigment {marble
turbulence 0.85
color_map {
[0.00 0.40 color rgb <0.66275,0.57647,0.58824>
color rgb <0.65882,0.56078,0.57255>]
[0.40 0.72 color rgb <0.64275,0.55647,0.56824>
color rgb <0.63882,0.54078,0.55255>]
[0.72 0.95 color rgb <0.62275,0.53647,0.54824>
color rgb <0.61882,0.52078,0.53255>]
[0.95 1.00 color rgb <0.57775,0.49147,0.50324>
color rgb <0.57382,0.47578,0.48755>]
}
}
What I am trying to do is duplicate the colors in this:
http://everquest.allakhazam.com/pgfx/item_1138.png
but looking more like:
http://everquest.allakhazam.com/pgfx/item_1095.png
Though, in fact, I plan to use "both" color sets for different parts of
the item I am building. And, since this is going to be a *large* object,
I want to make at least one band in it so that, instead of having the
reflective qualities of polished stone, it has granular crystal like
veins, which have a metallic finish. So, what I am looking for is
something like:
texture {
pigment {marble
turbulence 0.85
color_map {
[0.00 0.40 color rgb <0.66275,0.57647,0.58824>
color rgb <0.65882,0.56078,0.57255>]
[0.40 0.72 color rgb <0.64275,0.55647,0.56824>
color rgb <0.63882,0.54078,0.55255>]
[0.72 0.95 color rgb <0.62275,0.53647,0.54824>
color rgb <0.61882,0.52078,0.53255>]
[0.95 1.00 color rgbt <1,1,1>
color rgbt <1,1,1>]
}
finish { stuff to make it polished stone }
}
texture {
pigment {marble
turbulence 0.85
crinkle
color_map {
[0.00 0.95 color rgb <1,1,1>
color rgb <1,1,1>]
//Darkened to enhance the vein like appearance.
[0.95 1.00 color rgb <0.47775,0.39147,0.40324>
color rgb <0.47382,0.37578,0.38755>]
}
finish { stuff to make it metallic }
}
Right? Can just try it, but wouldn't mind some input on how to get the
texture itself a bit closer to what I want as well.
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
3D Content, and 3D Software at DAZ3D!</A>
Post a reply to this message
|
|