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|  |  | An arbitrary number of starting lines (red) are written:
#declare starting_lines =
array[4]{
  array[2]{ <-1,-1,-1>, <-1,-1,1> }
  array[2]{ <-1,1,-1>,  <-1,1,1>  }
  array[2]{ <1,-1,-1>,  <1,-1,1>  }
  array[2]{ <1,1,-1>,   <1,1,1>   }
}
And then it will build a webby structure between them.
Sam
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|  |  | stbenge wrote:
> An arbitrary number of starting lines (red) are written:
> 
> #declare starting_lines =
> array[4]{
>  array[2]{ <-1,-1,-1>, <-1,-1,1> }
>  array[2]{ <-1,1,-1>,  <-1,1,1>  }
>  array[2]{ <1,-1,-1>,  <1,-1,1>  }
>  array[2]{ <1,1,-1>,   <1,1,1>   }
> }
> 
> And then it will build a webby structure between them.
> 
> Sam
> 
> ------------------------------------------------------------------------
> 
Ah that's nice, real nice.
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|  |  | This is an interesting development indeed. Spiders welcome! :-)
Thomas
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|  |  | This is so cool!
-Nekar Xenos-
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|  |  | Can you make the lines sag? Right now they are perfectly taut.
-- 
http://isometricland.com
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|  |  | Just trying out the web structure again. I allowed definable distances 
to govern the strand length, so there won't be many segments that are 
too long or too short. For the block, I used slope and AOI patterns for 
the dust texture, and spheres were placed with the trace function. Also, 
some spheres were placed randomly within the web itself. I might make a 
real scene using this soon.
Sam
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|  |  | Jim Charter wrote:
> Ah that's nice, real nice.
It's OK, it might work out for some scenes.
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|  |  | Thomas de Groot wrote:
> This is an interesting development indeed. Spiders welcome! :-)
Spiders are always welcome. They take care of the flying bugs, and if 
their numbers expand intolerably, the cat takes care of /them/ :)
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|  |  | Nekar Xenos wrote:
> This is so cool!
It could be!
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|  |  | SharkD wrote:
> Can you make the lines sag? Right now they are perfectly taut.
No, no I cannot. In a way I can make the whole structure sag, but the 
segments would still be straight. See, the macro only looks at two lines 
at a time. There is no real network in place, where point associations 
between many lines are kept. I thought about using some kind of pointer 
system, where elements are pointed at by other elements, but I haven't 
found a good way to do this. Some mesh techniques involving things like 
Delaunay triangulation would be the next real step, but I'm way out of 
my league there.
I suppose I could give some segments a curved, sagging appearance, but 
to maintain the illusion of tautness, it would have to be done very 
carefully.
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