POV-Ray : Newsgroups : povray.binaries.images : Antennas & missing cable (see povray.newusers) Server Time
17 Nov 2024 00:18:46 EST (-0500)
  Antennas & missing cable (see povray.newusers) (Message 1 to 5 of 5)  
From: Ekki Plicht
Subject: Antennas & missing cable (see povray.newusers)
Date: 5 Feb 2005 16:41:04
Message: <42053d6c@news.povray.org>
As illustration to a discussion in povray.newusers (Laying cables)


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From: Eric CHAPUZOT
Subject: Re: Antennas & missing cable (see povray.newusers)
Date: 8 Feb 2005 20:57:38
Message: <42096e12@news.povray.org>
very nice... but generaly, that 's the other side of plug which is useful...


42053d6c@news.povray.org...
> As illustration to a discussion in povray.newusers (Laying cables)
>
>


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From: Ekki Plicht
Subject: Re: Antennas & missing cable (see povray.newusers)
Date: 9 Feb 2005 11:46:32
Message: <420a3e67@news.povray.org>
Eric CHAPUZOT wrote:

> very nice... but generaly, that 's the other side of plug which is
> useful...

Eh?
Je suis desolee, mais peut etre je ne comprends pas le rigole ici :-)
J'ai model'ee le fiche completement, avec tout les details interieur. Si je
faites une "zoom" au fiche "N" on peut voir tout les details :-)

I am veryy sorry, but I do not get the joke. The connectors are installed on
the splitter and the antennas, it just waits for the cables - which I have
problems with.
The connectors are fully modelled, i.e. with all the internal details. I can
zoom in and you can see the small parts on the inside... if you want to :-)

Regards,
Ekki


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From: Rick Measham
Subject: Re: Antennas & missing cable (see povray.newusers)
Date: 9 Feb 2005 23:08:54
Message: <420ADE5B.9050803@nomail>
Ekki Plicht wrote:
> As illustration to a discussion in povray.newusers (Laying cables)

Ekki, I'm guessing that Rune's Inverse Kinematics might help you:
http://runevision.com/show.asp?id=97

You specify a start point, an end point and the vectors at each of those 
points. Here's an example scene

__SCENE__
// INVERSE KINEMATICS CABLE INCLUDE FILE: SAMPLE FILE
// ***************************************************
// This scene shows how to make a cable using Rune's
// Inverse Kinematics Include file.


#include "colors.inc"

global_settings {
   assumed_gamma 1.0
}

// ----------------------------------------

#declare yCam = camera {
   location  <2.0, 14, -4>
   direction 1.5*z
   right     x*image_width/image_height
   look_at   <2.0, 0.0,  2.0>
}
#declare zCam = camera {
   location  <0.0, 3, -14>
   direction 1.5*z
   right     x*image_width/image_height
   look_at   <0.0, 0.0,  0.0>
}
#declare xCam = camera {
   location  <-14, 3, 0>
   direction 1.5*z
   right     x*image_width/image_height
   look_at   <0.0, 0.0,  0.0>
}

sky_sphere {
   pigment {
     gradient y
     color_map {
       [0.0 rgb <0.6,0.7,1.0>]
       [0.7 rgb <0.0,0.1,0.8>]
     }
   }
}

light_source {
   <0, 0, 0>            // light's position (translated below)
   color rgb <1, 1, 1>  // light's color
   translate <-30, 30, -30>
}

// ----------------------------------------

plane {
   y, -2
   pigment { color rgb <0.7,0.5,0.3> }
}





// CABLE PARAMETERS
    #declare ikn_p1 = 0;         // Startpoint of cable
    #declare ikn_z1 = y;        // Forward vector at startpoint
    #declare ikn_y1 = z;         // Up vector at startpoint

    #declare ikn_p2 = <4,3,3>; // Endpoint of cable
    #declare ikn_z2 = x;         // Forward vector at endpoint
    #declare ikn_y2 = y;         // Up vector at endpoint

    #declare ikn_twist = 0;      // Attempted twisting.

    #declare ikn_radius1 = 0.2;  // Radius at startpoint
    #declare ikn_radius2 = 0.2;  // Radius at endpoint

    #declare ikn_length = 8;   // Length of cable
    #declare ikn_links = 400;    // Number of links in cable

// TEXTURE FOR THE CABLE:
    #declare CableTexture =
    texture {
       pigment { Yellow }
       finish {phong 1}
    }


// STIFFNESS VALUES FOR CABLE:
    #declare ikn_stiffness1 = 2; // Relative stiffnes at startpoint
    #declare ikn_stiffness2 = 1; // Relative stiffnes at endpoint

// INCLUDE IKN.INC:
    #include "ikn.inc"

// CREATE CABLE:
    #declare Cable =
    union {
       #declare C = 0;         // Start at link 0...
       #while (C<=ikn_links-1) // ...and run through all links.

          #declare T = C/(ikn_links-1); // Goes from 0 to 1 along the cable.

          sphere {                      // Make a sphere...
             0, 1
             texture {
                CableTexture
//             Translate the texture this way for UV texturing:
//             (that formula work well for most cables)
                translate -z*T*ikn_length/(ikn_radius1/2+ikn_radius2/2)
             }
             scale ikn_r[C]             // ...and scale it...
             transform ikn_transform[C] // ...and transform it 
automatically.
          }

          #declare C = C+1;
       #end
    }


// Some simple plugs:
cylinder {
	<0,-1,0>
	<0,0,0>
	0.4
	pigment { Grey }
}
cylinder {
	<4,3,3>
	<5,3,3>
	0.4
	pigment { Grey }
}


object {Cable}

// Try all three cams -- as per sample image
camera{ yCam }


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From: Ekki Plicht
Subject: Re: Antennas & missing cable (see povray.newusers)
Date: 10 Feb 2005 13:13:19
Message: <420ba43e@news.povray.org>
Rick Measham wrote:

> Ekki Plicht wrote:
>> As illustration to a discussion in povray.newusers (Laying cables)
> 
> Ekki, I'm guessing that Rune's Inverse Kinematics might help you:
> http://runevision.com/show.asp?id=97
> 
> You specify a start point, an end point and the vectors at each of those
> points. Here's an example scene
[...]
Excellent! Many thanks, that looks exactly like what I was looking for.

Unfortunately my other hobby takes over for this weekend, so I cannot try it
out until next week... I will come back with result.

Again thanks.
Ekki


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