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To the thread in p.a-u
Where to the holes come from ?
--
Jan Walzer <jan### [at] lzernet>
Post a reply to this message
Attachments:
Download 'MyRecursion1.jpg' (66 KB)
Preview of image 'MyRecursion1.jpg'
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Iso-speckles. Adjust the accuracy down to 0.0001 or less if that's what you
already have.
--
//Mahalis
camera{location<0,0.25,-2> look_at 0.5*y} #declare T=texture{pigment{crackle
scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}}
--
"Jan Walzer" <jan### [at] lzernet> wrote in message
news:3bf559ab@news.povray.org...
> To the thread in p.a-u
>
> Where to the holes come from ?
>
> --
> Jan Walzer <jan### [at] lzernet>
>
>
>
Post a reply to this message
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It's a mesh.
--
Jonathan.
"Mahalis" <don### [at] fakeycom> ha scritto nel messaggio
news:3bf5881b@news.povray.org...
> Iso-speckles. Adjust the accuracy down to 0.0001 or less if that's what
you
> already have.
>
> --
>
> //Mahalis
> camera{location<0,0.25,-2> look_at 0.5*y} #declare
T=texture{pigment{crackle
> scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
> rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
> c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
> merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
> cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
> cylinder{0.5*y,0,0.1} texture{T}}
> --
>
>
> "Jan Walzer" <jan### [at] lzernet> wrote in message
> news:3bf559ab@news.povray.org...
> > To the thread in p.a-u
> >
> > Where to the holes come from ?
> >
> > --
> > Jan Walzer <jan### [at] lzernet>
> >
> >
> >
>
>
Post a reply to this message
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Oops. No idea, then..
--
//Mahalis
camera{location<0,0.25,-2> look_at 0.5*y} #declare T=texture{pigment{crackle
scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}}
--
"JRG" <jrg### [at] hotmailcom> wrote in message
news:3bf58c0c@news.povray.org...
> It's a mesh.
>
> --
> Jonathan.
>
> "Mahalis" <don### [at] fakeycom> ha scritto nel messaggio
> news:3bf5881b@news.povray.org...
> > Iso-speckles. Adjust the accuracy down to 0.0001 or less if that's what
> you
> > already have.
> >
> > --
> >
> > //Mahalis
> > camera{location<0,0.25,-2> look_at 0.5*y} #declare
> T=texture{pigment{crackle
> > scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
> > rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
> > c=difference{torus{0.5,0.1
rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
> > merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
> > cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
> > cylinder{0.5*y,0,0.1} texture{T}}
> > --
> >
> >
> > "Jan Walzer" <jan### [at] lzernet> wrote in message
> > news:3bf559ab@news.povray.org...
> > > To the thread in p.a-u
> > >
> > > Where to the holes come from ?
> > >
> > > --
> > > Jan Walzer <jan### [at] lzernet>
> > >
> > >
> > >
> >
> >
>
>
Post a reply to this message
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Maybe if you used your woods more and irons less you wouldn't have this
problem ....
Jim
"Jan Walzer" <jan### [at] lzernet> wrote in message
news:3bf559ab@news.povray.org...
> To the thread in p.a-u
>
> Where to the holes come from ?
>
> --
> Jan Walzer <jan### [at] lzernet>
>
>
>
Post a reply to this message
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> Maybe if you used your woods more and irons less you wouldn't have this
> problem ....
-v please
--
Jan Walzer <jan### [at] lzernet>
Post a reply to this message
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Jan Walzer wrote:
>
> > Maybe if you used your woods more and irons less you wouldn't have this
> > problem ....
>
> -v please
He means it looks like you have killed your golf ball with
those heavy, errm, how are they called, clubs?
Markus
Post a reply to this message
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ahhh .. stupid me ...
--
Jan Walzer <jan### [at] lzernet>
Post a reply to this message
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You're trying this with meshes, but you might have better luck with
bezier curves.
I posted a dragon image mapped onto 9 bicubic patches formed from a
known grid so there is a smooth connection.
Admittedly, I had two small holes in the images in the middle of the
patches, but it works well.
Josh English
eng### [at] spiritonecom
Jan Walzer wrote:
>
> To the thread in p.a-u
>
> Where to the holes come from ?
>
> --
> Jan Walzer <jan### [at] lzernet>
>
> [Image]
Post a reply to this message
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look at the cluttered spheres img ...
it's the result ...
it's hard to spot some triangles...
... and even if: its simple to increase the level-of-detail ...
--
Jan Walzer <jan### [at] lzernet>
Post a reply to this message
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