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a product of extreme, debilitating boredom
-Shay
Post a reply to this message
Attachments:
Download 'RingJPG.jpg' (30 KB)
Preview of image 'RingJPG.jpg'
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> a product of extreme, debilitating boredom
But a valuable contribution because I haven't seen these things in Pov until
you showed up. I suppose the rings are done with your triangle macro. Then
they're fast, and this has got to be useful. I'll keep your macro in mind
when I model (and I'm modelling this evening).
..mm.. and I *still* haven't released my own heightfield macro; the one you
helped me with.. I'm getting a bad conscience. Well I *have* begun to make a
little webpage about it.
Regards,
Hugo
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Hugo <hua### [at] post3teledk> wrote in message
news:3cc0772d$1@news.povray.org...
> I suppose the rings are done with your triangle macro.
>
Nah. This is just playing around with sweeps again
>
> ..mm.. and I *still* haven't released my own heightfield macro; the one
you
> helped me with.. I'm getting a bad conscience. Well I *have* begun to make
a
> little webpage about it.
>
I have the same problem. I get a great idea and rush home to code it, but it
takes me 10 times as long to make the thing readable or useful to anyone
else.
-Shay
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> I have the same problem. I get a great idea and rush home to code it, but
it
> takes me 10 times as long to make the thing readable or useful to anyone
> else.
Well, I actually have the code ready and clear. (With a tiny bug, but I
can't seem to fix it.) The main reason I haven't released it is because I
think it's important to have a good presentation, sort of "advertising", or
it would get lost more easily, for example if I "just" post it to
p.b.scene-files.
Hugo
Post a reply to this message
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Shay wrote:
> a product of extreme, debilitating boredom
>
> -Shay
Beatiful.
I'd put it on my background but it's too bright for that.
Anyway, how about a glass version with photons? :)
--
-Jide
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I worship you!
#include "Bow_Down.inc"
#include "Chant_Gibberish.inc"
#include "Virgin_Sacrifice.inc"
OOPS! How did that last one slip in? :)
Now, the question is, HOW THE HECK did you do that with sweeps?
Are you using Rhino and exporting as a mesh? Is this an obscure math
function?
Shay wrote in message <3cc069fb@news.povray.org>...
>a product of extreme, debilitating boredom
>
> -Shay
>
>
>
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"Jide" <jid### [at] kotisoonfi> wrote in message
>
> Beatiful.
> I'd put it on my background <snip>
>
Thank you. It is quite a compliment when a person would consider decorating
their property with something I produced.
> Anyway, how about a glass version with photons? :)
>
Already killed the code, but I don't think it's cool enough anyway for that
kind of render time.
-Shay
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I'd be happy to attempt to find the bug for you.
-Shay
"Hugo" <hua### [at] post3teledk> wrote in message
news:3cc085cf$1@news.povray.org...
Post a reply to this message
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> Beatiful.
> I'd put it on my background but it's too bright for that.
Same here
> Anyway, how about a glass version with photons? :)
Or with alpha, so it would like my background.
--
__________________
RAY
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"Sam Van Oort" <sam### [at] yahoocom> wrote in message
news:3cc0f7d5@news.povray.org...
> I worship you!
> #include "Bow_Down.inc"
> #include "Chant_Gibberish.inc"
> #include "Virgin_Sacrifice.inc"
> OOPS! How did that last one slip in? :)
>
Wow! Thanks!
> Now, the question is, HOW THE HECK did you do that with sweeps?
> Are you using Rhino and exporting as a mesh? Is this an obscure math
> function?
I *might* mess with Rhino if I ever master Pov-Ray.
The function is anything but obscure. I don't have the code anymore, and
even if I did it would be at work, but I will show you how I created the
function. I just used trig operators and made a separate function for each
direction <x,y,z>.
In case anyone reading this is not familiar with trig, I will show you the
pattern of the operators used.
R = a value in radians given to the functions.
sin (R=0) 0 --> (R=1/2*pi) 1 --> (R=pi) 0 --> (R=3/2*pi) -1 --> (R=2*pi) 0
cos (R=0) 1 --> (R=1/2*pi) 0 --> (R=pi) -1 --> (R=3/2*pi) 0 --> (R=2*pi) 1
basically, if the angle were drawn on the x-y plane, sin would be equal to
the value of y at the end of the angle vector and cos would be equal to x.
First make a circle on the x,z plane
x = {cos(R)}
y = 0
z = {sin(R)}
Now I want to make the ring dip up and down on the y-axis. I want this to
happen twice, so I multipy the sin by 2 to get my y-value
x = {cos(R)}
y = {sin(2*R)}
z = {sin(R)}
I now have a circle on the x-z plane with a radius of one which dips up and
down on the y plane from y=1 to y=-1 all I have to do is add the weave
pattern so the sweep will dip under and over each other. I do this by taking
the values which give the edge of the ring (x and z) and multiplying them by
a number just over or just under one. Sin cycles from 0 to 1 to 0 to -1 to
0, so for each time the sweep goes over and then under, I need sin to go
through a cycle. The sweep does this twice each time it goes up the y-axis
and twice each time it goes down the y-axis. The sweep goes up twice and
down twice, so I will need sin to cycle a total of 8 times as it goes around
my radius one circle. Since sin can be as high as one and as low as negative
one and my ring only has a radius of 1, I need to shrink the value that sin
returns so it only effects the radius of the ring a little bit.
x = {cos(R) * sin(R*8)/10}
y = {sin(2*R)}
z = {sin(R) * sin(R*8)/10}
This should be it (untested). Now you can feed values in from 0 to 2*pi and
get a weaving and dipping loop. The Sheap_Sweep macro I posted in p.b.s-f
recently will take those values and draw a sweep out of them.
Let me know if anything here is not clear.
-Shay
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