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From: 25ct
Subject: Smooth Triangle. (107kbs)
Date: 13 Sep 2001 15:37:08
Message: <3ba10ae4@news.povray.org>
Patience is a virtue they say. Well I tested my patience with this one!
:)

  Again, the dreaded spheres - 323 of them.

  Is there a way to 'compact' the code to do this sort of thing?
  I moved the spheres in increments of .01.

   ~Steve~


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From: D  Stark - eSN
Subject: Re: Smooth Triangle. (107kbs)
Date: 13 Sep 2001 15:40:05
Message: <3BA10A00.7BA6A2C@esupportnow.com>
25ct wrote:
> 
>   Patience is a virtue they say. Well I tested my patience with this one!
> :)
> 
>   Again, the dreaded spheres - 323 of them.
> 
>   Is there a way to 'compact' the code to do this sort of thing?
>   I moved the spheres in increments of .01.

You did it...by hand?!

Povray has macros and loops structures. I've not used them yet (I'm
still trying to keep track of a few dozen primitives), but that's what
they're there for.
 
Derek Stark


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From: 25ct
Subject: Re: Smooth Triangle. (107kbs)
Date: 13 Sep 2001 16:07:42
Message: <3ba1120e@news.povray.org>
"D. Stark - eSN" <dms### [at] esupportnowcom> wrote in message
news:3BA### [at] esupportnowcom...
> 25ct wrote:
> >
> >   Patience is a virtue they say. Well I tested my patience with this
one!
> > :)
> >
> >   Again, the dreaded spheres - 323 of them.
> >
> >   Is there a way to 'compact' the code to do this sort of thing?
> >   I moved the spheres in increments of .01.
>
> You did it...by hand?!

    Well, 'cut and pasting', but yes it's one long code! :)


>
> Povray has macros and loops structures. I've not used them yet (I'm
> still trying to keep track of a few dozen primitives), but that's what
> they're there for.

    Ah, that's what they're for. Thanks. I haven't a clue how to use them
though, can anyone explain?

  ~Steve~


>
> Derek Stark


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From: Trevor Quayle
Subject: Re: Smooth Triangle. (107kbs)
Date: 13 Sep 2001 17:04:16
Message: <3ba11f50$1@news.povray.org>
try loops and macros

i.e.:

#macro SphereLine (startpt,endpt,rad,nsegments)
    union{
      #local i=0;
      #local seglen=(endpt-startpt)/nsegments;
      #while (i<=nsegments)
          sphere{0 rad translate startpt+seglen*i}
          #local i=i+1;
      #end
  }
#end


use like:
object{SphereLine(<-5,0,-5>,<2,1,2>,0.25,100) texture{MyTexture}}

creates a line from pt1 to pt2 using 100 evenly spaced spheres of radius
0.25

-tgq

"25ct" <25c### [at] lineonenet> wrote in message news:3ba1120e@news.povray.org...
>
> "D. Stark - eSN" <dms### [at] esupportnowcom> wrote in message
> news:3BA### [at] esupportnowcom...
> > 25ct wrote:
> > >
> > >   Patience is a virtue they say. Well I tested my patience with this
> one!
> > > :)
> > >
> > >   Again, the dreaded spheres - 323 of them.
> > >
> > >   Is there a way to 'compact' the code to do this sort of thing?
> > >   I moved the spheres in increments of .01.
> >
> > You did it...by hand?!
>
>     Well, 'cut and pasting', but yes it's one long code! :)
>
>
> >
> > Povray has macros and loops structures. I've not used them yet (I'm
> > still trying to keep track of a few dozen primitives), but that's what
> > they're there for.
>
>     Ah, that's what they're for. Thanks. I haven't a clue how to use them
> though, can anyone explain?
>
>   ~Steve~
>
>
> >
> > Derek Stark
>
>


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From: Jamie Davison
Subject: Re: Smooth Triangle. (107kbs)
Date: 13 Sep 2001 17:20:23
Message: <MPG.160b343c90c149ee989a05@news.povray.org>
On Thu, 13 Sep 2001 20:33:58 +0100, 25ct wrote...
>   Patience is a virtue they say. Well I tested my patience with this one!
> :)
> 
>   Again, the dreaded spheres - 323 of them.
> 
>   Is there a way to 'compact' the code to do this sort of thing?
>   I moved the spheres in increments of .01.

Assuming you're using POV3.5b1, I would assume you could use a linear 
Sphere sweep...

Bye for now,
     Jamie.


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From: 25ct
Subject: Re: Smooth Triangle. (107kbs)
Date: 13 Sep 2001 17:53:14
Message: <3ba12aca@news.povray.org>
"Jamie Davison" <jam### [at] ntlworldcom> wrote in message
news:MPG.160b343c90c149ee989a05@news.povray.org...

>
> Assuming you're using POV3.5b1, I would assume you could use a linear
> Sphere sweep...

     Aha,  I am using 3.5, so I'll give that a try too Jamie, thanks. I
didn't understand what a sphere sweep was, so didn't realise you could do
that.

     ~Steve~


>
> Bye for now,
>      Jamie.


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From: 25ct
Subject: Re: Smooth Triangle. (107kbs)
Date: 13 Sep 2001 17:53:16
Message: <3ba12acc@news.povray.org>
"Trevor Quayle" <Tin### [at] hotmailcom> wrote in message
news:3ba11f50$1@news.povray.org...
> try loops and macros
>
> i.e.:
>
> #macro SphereLine (startpt,endpt,rad,nsegments)
>     union{
>       #local i=0;
>       #local seglen=(endpt-startpt)/nsegments;
>       #while (i<=nsegments)
>           sphere{0 rad translate startpt+seglen*i}
>           #local i=i+1;
>       #end
>   }
> #end
>
>
> use like:
> object{SphereLine(<-5,0,-5>,<2,1,2>,0.25,100) texture{MyTexture}}
>
> creates a line from pt1 to pt2 using 100 evenly spaced spheres of radius
> 0.25

     That's great Trevor. I'll try that. Many thanks.

     ~Steve~


>
> -tgq


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From: Jari Juslin
Subject: Re: Smooth Triangle. (107kbs)
Date: 13 Sep 2001 20:30:02
Message: <3BA14F7C.C5A86966@iki.fi>
Jamie Davison wrote:
> Assuming you're using POV3.5b1, I would assume you could use a linear
> Sphere sweep...

I'm not sure by looking at that image, but it the edges of the triangle
are not curved, also three cylinders and two spheres would do it. Or if
the vertices are curved, clipped tori instead of cylinders.

-- 
          /"\                           |    iki.
          \ /     ASCII Ribbon Campaign |    fi/
           X      Against HTML Mail     |    zds
          / \


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From: Jamie Davison
Subject: Re: Smooth Triangle. (107kbs)
Date: 14 Sep 2001 14:40:43
Message: <MPG.160c6051bb9384c6989a07@news.povray.org>
> > Assuming you're using POV3.5b1, I would assume you could use a linear
> > Sphere sweep...
> 
> I'm not sure by looking at that image, but it the edges of the triangle
> are not curved, also three cylinders and two spheres would do it. Or if
> the vertices are curved, clipped tori instead of cylinders.

That was going to be my next suggestion, but I had to log off as someone 
else wanted to use the phone line, and by the time the line was 
available, I was asleep...

Bye for now,
     Jamie.


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From: 25ct
Subject: Re: Smooth Triangle. (107kbs)
Date: 14 Sep 2001 15:46:08
Message: <3ba25e80@news.povray.org>
"Jamie Davison" <jam### [at] ntlworldcom> wrote in message
news:MPG.160c6051bb9384c6989a07@news.povray.org...
> > > Assuming you're using POV3.5b1, I would assume you could use a linear
> > > Sphere sweep...
> >
> > I'm not sure by looking at that image, but it the edges of the triangle
> > are not curved, also three cylinders and two spheres would do it. Or if
> > the vertices are curved, clipped tori instead of cylinders.
>
> That was going to be my next suggestion, but I had to log off as someone
> else wanted to use the phone line, and by the time the line was
> available, I was asleep...

     Well yeah, I'd already thought of cylinders and 3 spheres, but I can't
move cylinders! Eek!  I find them really hard to move.... I don't know what
it is, am I missing something? Can anyone give me a way of moving these
easily??

     What do you do?

   ~Steve~  (PS. I would do something like I have done anyway, simply to see
what the image would look like).


>
> Bye for now,
>      Jamie.


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