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Tim Attwood nous apporta ses lumieres en ce 2008/03/02 21:17:
> 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>}
> };
>
>
Your octaedron is flatened verticaly. When viewed along an axis passing by two
oposing summits, it should look square. As it is now, the projection will change
depending on what pair of summits you chose.
Rotate is 45 degree around the Y axis, and all angles of the resultins image
should be square angles. (I have the "real", solid, thing in my hand)
--
Alain
-------------------------------------------------
You know you've been raytracing too long when you read about an algorithm or
datastructure and your first thought is: "How can I use this to speed up
raytracing?"
Christoph Rieder
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Jan Dvorak nous apporta ses lumieres en ce 2008/03/02 19:07:
> Patrick Elliott napsal(a):
>> 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.
>>
> When I think about it now, wouldn't it be possible to use a superellipsoid?
>
superellipsoid{<2,2>} give you an octaedron. Smaler values make the faces curve
out, while the edges stay sharp. Larger values make the faces cave in.
--
Alain
-------------------------------------------------
You know you've been raytracing too long when you read about an algorithm or
datastructure and your first thought is: "How can I use this to speed up
raytracing?"
Christoph Rieder
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In article <47cb160a$1@news.povray.org>, jan### [at] centrumcz says...
>
> > I really wish there was a built in way to define, or at least convert,
> > boxes into the same format as cylinders though, i.e.:
> >
> > altbox {<endpoint1>,<endpoint2>,base_width}
> >
> You can use Reorient_Trans() from transforms.inc and VDist() from
> math.inc to align the box and a vector average (p1+p2)/2 to position it.
> Not that tough.
>
Huh? lol
I will take your word for it.
--
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>
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In article <47cb5fa6$1@news.povray.org>, tim### [at] comcastnet 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();
}
<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
3D Content, and 3D Software at DAZ3D!</A>
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Patrick Elliott nous apporta ses lumieres en ce 2008/03/03 20:20:
> In article <47cb5fa6$1@news.povray.org>, tim### [at] comcastnet 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. :(
>
It contain an inner cavity. The top and bottom meshes intersect. The 4 meshes of
the top never meet, creating a large cross shaped opening. If you want a
transparent octaedron, you must fill that, in addition to using merge.
If you look at the way I proposed (intersection of planes), you'll see that
there are no iner opening.
#declare SQ = sqrt(2);
#declare Octabase =//create the base solid octaedron
intersection{plane{<0,1,SQ>,1
plane{<0,1,SQ>,1 }
plane{<0,1,SQ>,1 }
plane{<0,1,SQ>,1 }
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>}
}
#local Cut = SQ; //adjust for larger or smaller flatening of edges
#declare CutOctaedron =
intersection{
object{Octabase}// each of the next 3 box cut 4 edges
box{<Cut,2,Cut>,<-Cut,-2,-Cut>}
box{<2,Cut,Cut>,<-2,-Cut,-Cut>rotate<45,45,0>}
box{<2,Cut,Cut>,<-2,-Cut,-Cut>rotate<-45,-45,0>}
box{Cut, -Cut rotate 45*y}//to cut the remaining tips
//last box is optional
}
--
Alain
-------------------------------------------------
Moonies: Only really happy shit happens.
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Here's a macro that should work better.
#macro Rounded_Octahedron(Major, Minor, MRG)
#local Top = <0,Major,0>;
#local Bot = <0,-Major,0>;
#local LF = <-0.7071*Major,0,-0.7071*Major>;
#local LR = <-0.7071*Major,0,0.7071*Major>;
#local RF = <0.7071*Major,0,-0.7071*Major>;
#local RR = <0.7071*Major,0,0.7071*Major>;
#local A = 35.26413;
#local B = vrotate(<0,0,-Minor>,<A,0,0>);
#local C = vrotate(<-Minor,0,0>,<0,0,-A>);
#local D = vrotate(<0,0,Minor>,<-A,0,0>);
#local E = vrotate(<Minor,0,0>,<0,0,A>);
#local B2 = <B.x,-B.y,B.z>;
#local C2 = <C.x,-C.y,C.z>;
#local D2 = <D.x,-D.y,D.z>;
#local E2 = <E.x,-E.y,E.z>;
#if (MRG) merge{ #else union{ #end
mesh {
// faces
triangle {Top+B,RF+B,LF+B}
triangle {Top+C,LF+C,LR+C}
triangle {Top+D,LR+D,RR+D}
triangle {Top+E,RR+E,RF+E}
triangle {Bot+B2,RF+B2,LF+B2}
triangle {Bot+C2,LF+C2,LR+C2}
triangle {Bot+D2,LR+D2,RR+D2}
triangle {Bot+E2,RR+E2,RF+E2}
// peaks
triangle {Top+B,Top+C,Top+D}
triangle {Top+B,Top+E,Top+D}
triangle {Bot+B2,Bot+C2,Bot+D2}
triangle {Bot+B2,Bot+E2,Bot+D2}
triangle {LF+B,LF+C,LF+C2}
triangle {LF+B,LF+B2,LF+C2}
triangle {LR+C,LR+D,LR+D2}
triangle {LR+C,LR+C2,LR+D2}
triangle {RF+B,RF+E,RF+E2}
triangle {RF+B,RF+B2,RF+E2}
triangle {RR+D,RR+E,RR+E2}
triangle {RR+D,RR+D2,RR+E2}
// edges
triangle {LF+B,RF+B,RF+B2}
triangle {LF+B,LF+B2,RF+B2}
triangle {LF+C,LR+C,LR+C2}
triangle {LF+C,LF+C2,LR+C2}
triangle {LR+D,RR+D,RR+D2}
triangle {LR+D,LR+D2,RR+D2}
triangle {RF+E,RR+E,RR+E2}
triangle {RF+E,RF+E2,RR+E2}
triangle {Top+B,Top+C,LF+C}
triangle {Top+B,LF +B,LF+C}
triangle {Top+B,Top+E,RF+E}
triangle {Top+B,RF +B,RF+E}
triangle {Top+D,Top+C,LR+C}
triangle {Top+D,LR +D,LR+C}
triangle {Top+D,Top+E,RR+E}
triangle {Top+D,RR +D,RR+E}
triangle {Bot+B2,Bot+C2,LF+C2}
triangle {Bot+B2,LF +B2,LF+C2}
triangle {Bot+B2,Bot+E2,RF+E2}
triangle {Bot+B2,RF +B2,RF+E2}
triangle {Bot+D2,Bot+C2,LR+C2}
triangle {Bot+D2,LR +D2,LR+C2}
triangle {Bot+D2,Bot+E2,RR+E2}
triangle {Bot+D2,RR +D2,RR+E2}
inside_vector <0,Minor,0>
}
sphere {Top,Minor}
sphere {Bot,Minor}
sphere {LF,Minor}
sphere {LR,Minor}
sphere {RF,Minor}
sphere {RR,Minor}
cylinder{Top,LF,Minor}
cylinder{Top,LR,Minor}
cylinder{Top,RF,Minor}
cylinder{Top,RR,Minor}
cylinder{Bot,LF,Minor}
cylinder{Bot,LR,Minor}
cylinder{Bot,RF,Minor}
cylinder{Bot,RR,Minor}
cylinder{RF,RR ,Minor}
cylinder{LF,LR ,Minor}
cylinder{RF,LF ,Minor}
cylinder{RR,LR ,Minor}
}
#end
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In article <47ccb208$1@news.povray.org>, ele### [at] netscapenet
says...
> Patrick Elliott nous apporta ses lumieres en ce 2008/03/03 20:20:
> > In article <47cb5fa6$1@news.povray.org>, tim### [at] comcastnet 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. :(
> >
> It contain an inner cavity. The top and bottom meshes intersect. The 4 me
shes of
> the top never meet, creating a large cross shaped opening. If you want a
> transparent octaedron, you must fill that, in addition to using merge.
>
> If you look at the way I proposed (intersection of planes), you'll see th
at
> there are no iner opening.
> #declare SQ = sqrt(2);
> #declare Octabase =//create the base solid octaedron
> intersection{plane{<0,1,SQ>,1
> plane{<0,1,SQ>,1 }
> plane{<0,1,SQ>,1 }
> plane{<0,1,SQ>,1 }
> 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>}
> }
>
> #local Cut = SQ; //adjust for larger or smaller flatening of edges
> #declare CutOctaedron =
> intersection{
> object{Octabase}// each of the next 3 box cut 4 edges
> box{<Cut,2,Cut>,<-Cut,-2,-Cut>}
> box{<2,Cut,Cut>,<-2,-Cut,-Cut>rotate<45,45,0>}
> box{<2,Cut,Cut>,<-2,-Cut,-Cut>rotate<-45,-45,0>}
> box{Cut, -Cut rotate 45*y}//to cut the remaining tips
> //last box is optional
> }
>
Was about to start looking at how to do cuts instead. Thanks. Tim also
has one that might be interesting too. I had figured I might have gaps,
but I sliced it open with a cross section while resizing the central
part, so that it would overlap the fills I had already done. I guess I
missed something some place. lol I think we can say that rounding
"some" objects is less than trivial. lol
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
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3D Content, and 3D Software at DAZ3D!</A>
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In article <47cd1bc5$1@news.povray.org>, tim### [at] comcastnet says...
> Here's a macro that should work better.
>
> #macro Rounded_Octahedron(Major, Minor, MRG)
> #local Top = <0,Major,0>;
> #local Bot = <0,-Major,0>;
> #local LF = <-0.7071*Major,0,-0.7071*Major>;
> #local LR = <-0.7071*Major,0,0.7071*Major>;
> #local RF = <0.7071*Major,0,-0.7071*Major>;
> #local RR = <0.7071*Major,0,0.7071*Major>;
> #local A = 35.26413;
> #local B = vrotate(<0,0,-Minor>,<A,0,0>);
> #local C = vrotate(<-Minor,0,0>,<0,0,-A>);
> #local D = vrotate(<0,0,Minor>,<-A,0,0>);
> #local E = vrotate(<Minor,0,0>,<0,0,A>);
> #local B2 = <B.x,-B.y,B.z>;
> #local C2 = <C.x,-C.y,C.z>;
> #local D2 = <D.x,-D.y,D.z>;
> #local E2 = <E.x,-E.y,E.z>;
> #if (MRG) merge{ #else union{ #end
> mesh {
> // faces
> triangle {Top+B,RF+B,LF+B}
> triangle {Top+C,LF+C,LR+C}
> triangle {Top+D,LR+D,RR+D}
> triangle {Top+E,RR+E,RF+E}
> triangle {Bot+B2,RF+B2,LF+B2}
> triangle {Bot+C2,LF+C2,LR+C2}
> triangle {Bot+D2,LR+D2,RR+D2}
> triangle {Bot+E2,RR+E2,RF+E2}
> // peaks
> triangle {Top+B,Top+C,Top+D}
> triangle {Top+B,Top+E,Top+D}
> triangle {Bot+B2,Bot+C2,Bot+D2}
> triangle {Bot+B2,Bot+E2,Bot+D2}
> triangle {LF+B,LF+C,LF+C2}
> triangle {LF+B,LF+B2,LF+C2}
> triangle {LR+C,LR+D,LR+D2}
> triangle {LR+C,LR+C2,LR+D2}
> triangle {RF+B,RF+E,RF+E2}
> triangle {RF+B,RF+B2,RF+E2}
> triangle {RR+D,RR+E,RR+E2}
> triangle {RR+D,RR+D2,RR+E2}
> // edges
> triangle {LF+B,RF+B,RF+B2}
> triangle {LF+B,LF+B2,RF+B2}
> triangle {LF+C,LR+C,LR+C2}
> triangle {LF+C,LF+C2,LR+C2}
> triangle {LR+D,RR+D,RR+D2}
> triangle {LR+D,LR+D2,RR+D2}
> triangle {RF+E,RR+E,RR+E2}
> triangle {RF+E,RF+E2,RR+E2}
> triangle {Top+B,Top+C,LF+C}
> triangle {Top+B,LF +B,LF+C}
> triangle {Top+B,Top+E,RF+E}
> triangle {Top+B,RF +B,RF+E}
> triangle {Top+D,Top+C,LR+C}
> triangle {Top+D,LR +D,LR+C}
> triangle {Top+D,Top+E,RR+E}
> triangle {Top+D,RR +D,RR+E}
> triangle {Bot+B2,Bot+C2,LF+C2}
> triangle {Bot+B2,LF +B2,LF+C2}
> triangle {Bot+B2,Bot+E2,RF+E2}
> triangle {Bot+B2,RF +B2,RF+E2}
> triangle {Bot+D2,Bot+C2,LR+C2}
> triangle {Bot+D2,LR +D2,LR+C2}
> triangle {Bot+D2,Bot+E2,RR+E2}
> triangle {Bot+D2,RR +D2,RR+E2}
> inside_vector <0,Minor,0>
> }
> sphere {Top,Minor}
> sphere {Bot,Minor}
> sphere {LF,Minor}
> sphere {LR,Minor}
> sphere {RF,Minor}
> sphere {RR,Minor}
> cylinder{Top,LF,Minor}
> cylinder{Top,LR,Minor}
> cylinder{Top,RF,Minor}
> cylinder{Top,RR,Minor}
> cylinder{Bot,LF,Minor}
> cylinder{Bot,LR,Minor}
> cylinder{Bot,RF,Minor}
> cylinder{Bot,RR,Minor}
> cylinder{RF,RR ,Minor}
> cylinder{LF,LR ,Minor}
> cylinder{RF,LF ,Minor}
> cylinder{RR,LR ,Minor}
> }
> #end
>
Once I figured out what the bloody settings did, it works wonderfully.
Thanks. Now to just figure out how to do the rest of it... lol
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
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In article <MPG.2237445cbaa1418798a114@news.povray.org>,
sel### [at] rraznet says...
> Was about to start looking at how to do cuts instead. Thanks. Tim also
> has one that might be interesting too. I had figured I might have gaps,
> but I sliced it open with a cross section while resizing the central
> part, so that it would overlap the fills I had already done. I guess I
> missed something some place. lol I think we can say that rounding
> "some" objects is less than trivial. lol
>
Well, his solved the problem nicely. Yours still lacked the critical
clips for the edges. ;) And those where likely to be harder than
clipping the tips... Now I just need to figure out how to do the
carving.. On one hand, I can just us the font to chop into the surface,
for the solid one, and as a colored "inset" for the crystal, but some of
the other bits are going to require fiddling with height fields. Just no
other way to do it for the two main symbols..
Anyway, thanks all. Would have probably figured something out
eventually, but nice to have help on something this unnecessarily
complicated. lol
--
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>
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Hello,
Just to throw another solution on the pile, I've just uploaded in p.t.s-f some
macros to create rounded frusta, bifrusta, and special cases of them including
pyramids, bipyramids (of which the octahedron is one), and prisms. The shapes
should be fully solid and suitable for transparency (if the merge option is
set). I won't post the code here, if you're interested its attached here:
http://news.povray.org/web.47d05cc68ed48011ce5ce3790%40news.povray.org
A rounded octahedron with edge radius of 0.1, suitable for transparency would be
created a la:
Round_Bifrustum(4, 1, 0, 2, 0.1, yes)
Another option, hope its helpful.
-The Mildly Infamous Blue Herring
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