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hi,
this is a 'breather' from 3D-XplorMath, exported to pov has a mesh2{}.
what do you think about it?
klp
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Attachments:
Download 'breather.jpg' (49 KB)
Preview of image 'breather.jpg'
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From: Emerald Orchid
Subject: Re: mathematic curve - 52Ko - Breather.jpg (1/1)
Date: 7 May 2005 09:36:36
Message: <427cc464$1@news.povray.org>
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I think it looks cool!
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kurtz le pirate <kur### [at] yahoofr> wrote:
> what do you think about it?
Yes, nice work. May inspire someone to find an isosurface function for the
shape!
Yours,
Burki
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Wasn't it Burki who wrote:
>kurtz le pirate <kur### [at] yahoofr> wrote:
>> what do you think about it?
>
>Yes, nice work. May inspire someone to find an isosurface function for the
>shape!
I can do it as a parametric, but it's a bit slow, so I suggest using
Ingo Janssen's "param.inc" approximation to speed it up. This code has
been on my isosurface tutorial page since January.
// Breather Surface
camera { location <30, 10, -30> look_at <0, 0, 0> angle 15}
sky_sphere { pigment {
function{abs(y)}
color_map { [0.0 color blue 0.6] [1.0 color rgb 1] }
}
}
light_source {<100,200,-100> colour rgb 1}
light_source {<-100,-200,-100> colour rgb 0.5}
#declare aa = 0.45; // Values from 0.4 to 0.6 produce sensible results
#declare w1 = 1 - aa * aa;
#declare w = sqrt(w1);
#declare d = function(u,v){ aa * (pow((w * cosh(aa * u)),2) + pow((aa *
sin(w * v)),2))}
#declare Fx = function(u,v){ -u + (2 * w1 * cosh(aa * u) * sinh(aa * u)
/ d(u,v)) }
#declare Fy = function(u,v){2 * w * cosh(aa * u) * (-(w * cos(v) * cos(w
* v)) - (sin(v) * sin(w * v))) / d(u,v)}
#declare Fz = function(u,v){2 * w * cosh(aa * u) * (-(w * sin(v) * cos(w
* v)) + (cos(v) * sin(w * v))) / d(u,v)}
#include "param.inc"
object {Parametric(Fx,Fy,Fz,<-20,0>,<20,12.5/aa/aa>,200,200,"")
pigment {uv_mapping checker rgb 0.9 rgb 0.8 scale 0.6}
finish {phong 0.5 phong_size 10}
no_shadow
}
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In article <8yyMzBAJ9lfCFw$B@econym.demon.co.uk>,
Mike Williams <nos### [at] econymdemoncouk> wrote:
>>Wasn't it Burki who wrote:
>>>kurtz le pirate <kur### [at] yahoofr> wrote:
>>>> what do you think about it?
>>>
>>>Yes, nice work. May inspire someone to find an isosurface function for the
>>>shape!
>>
>>I can do it as a parametric, but it's a bit slow, so I suggest using
>>Ingo Janssen's "param.inc" approximation to speed it up. This code has
>>been on my isosurface tutorial page since January.
>>
>>// Breather Surface
>>
>>camera { location <30, 10, -30> look_at <0, 0, 0> angle 15}
>>
>>sky_sphere { pigment {
>> function{abs(y)}
>> color_map { [0.0 color blue 0.6] [1.0 color rgb 1] }
>> }
>>}
>>
>>light_source {<100,200,-100> colour rgb 1}
>>light_source {<-100,-200,-100> colour rgb 0.5}
>>
>>#declare aa = 0.45; // Values from 0.4 to 0.6 produce sensible results
>>
>>#declare w1 = 1 - aa * aa;
>>#declare w = sqrt(w1);
>>#declare d = function(u,v){ aa * (pow((w * cosh(aa * u)),2) + pow((aa *
>>sin(w * v)),2))}
>>
>>
>>#declare Fx = function(u,v){ -u + (2 * w1 * cosh(aa * u) * sinh(aa * u)
>>/ d(u,v)) }
>>#declare Fy = function(u,v){2 * w * cosh(aa * u) * (-(w * cos(v) * cos(w
>>* v)) - (sin(v) * sin(w * v))) / d(u,v)}
>>#declare Fz = function(u,v){2 * w * cosh(aa * u) * (-(w * sin(v) * cos(w
>>* v)) + (cos(v) * sin(w * v))) / d(u,v)}
>>
>>#include "param.inc"
>>
>>object {Parametric(Fx,Fy,Fz,<-20,0>,<20,12.5/aa/aa>,200,200,"")
>> pigment {uv_mapping checker rgb 0.9 rgb 0.8 scale 0.6}
>> finish {phong 0.5 phong_size 10}
>> no_shadow
>>}
as usual mike, your the magician of isosurfaces but in this case,
mesh2{} is more flexible and faster no ?
klp
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Wasn't it kurtz le pirate who wrote:
>In article <8yyMzBAJ9lfCFw$B@econym.demon.co.uk>,
> Mike Williams <nos### [at] econymdemoncouk> wrote:
>
>>>Wasn't it Burki who wrote:
>>>>kurtz le pirate <kur### [at] yahoofr> wrote:
>>>>> what do you think about it?
>>>>
>>>>Yes, nice work. May inspire someone to find an isosurface function for the
>>>>shape!
>>>
>>>I can do it as a parametric, but it's a bit slow, so I suggest using
>>>Ingo Janssen's "param.inc" approximation to speed it up. This code has
>>>been on my isosurface tutorial page since January.
>
>as usual mike, your the magician of isosurfaces but in this case,
>mesh2{} is more flexible and faster no ?
That's why I suggested using Ingo's "param.inc" approximation macro. It
takes the three functions that you would use in a parametric isosurface
and creates a mesh2 object from them. Creating the mesh2 from within POV
SDL means that it works without requiring a copy of 3D-XplorMath.
--
Mike Williams
Gentleman of Leisure
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