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"St." <dot### [at] dotcom> wrote:
> Tum-te-tum... Hmm... ;)
>
> ~Steve~
These are both very interesting, and they are somewhat similar to what I get
as reflection patterns when I combine spherical and flat mirrors (I'll dig
up an example), so I'm curious, what formula or algorithm did you use to
place your objects?
(You notice that you get more comments after you post your images, than
before ;-) )
Dave Matthews
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Dave Matthews wrote...
> These are both very interesting, and they are somewhat similar to what I
> get
> as reflection patterns when I combine spherical and flat mirrors (I'll dig
> up an example), so I'm curious, what formula or algorithm did you use to
> place your objects?
Well, no special formula or algorithm as far as I know Dave. Firstly,
this is the bog-standard isosurface shape used in the insert menu in winPoV.
I played around with it a little and ended up utilising 'open' and then
played with the scale of the 'contained-by' box to cut the corners.
The whole of the trick in the first image was in the rotation, translate,
(+ - x,y,z alternatively) and scaling, (+.1 of a pov unit in this case), and
simply adding z*z to the fn_x function.
Here's the code that I used:
#declare fn_x = function(x, y ,z) { x*x + y*y + z*z - 1 }
isosurface {
function { fn_x(x, y, z) }
contained_by { box { -.73, .73 } }
threshold 0.025
accuracy 0.001
max_gradient 4
open
scale .2
//translate <+-0, +-0, +-0> alternating per iso.
rotate <53, 31, 35> // to get one corner fairly central to the viewer
texture {...}
> (You notice that you get more comments after you post your images, than
> before ;-) )
Yes, I'm not sure if I've done that before, but I hope not! :o)
Thanks for your input, appreciated. (Please do post your example).
~Steve~
>
> Dave Matthews
>
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