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What would be the most effective way to round the edges in this model, it is
currently the intersection union and subtraction of various common shapes.
Can someone do a fillet macro for the next version of povray?
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Bathurstfreak wrote:
> What would be the most effective way to round the edges in this
> model, it is currently the intersection union and subtraction of
> various common shapes. Can someone do a fillet macro for the next
> version of povray?
Check out the Round_* macros in the help file, these will help a bit. But
depending on how complex your CSG is it can get very complex very quickly
having to keep track of how all the rounds are working!
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Bathurstfreak wrote:
> What would be the most effective way to round the edges in this model, it
> is currently the intersection union and subtraction of various common
> shapes. Can someone do a fillet macro for the next version of povray?
Bevelling in csg is not trivial for anything more complex than right-angles.
I had some limited success with a recent(!) pic
http://thyme.homelinux.net/Gallery/kotoji.html
I can post the macro I came up with if you're interested, it just deals
with bevelling intersecting cylinders.
--
Bill Hails
http://thyme.homelinux.net/
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> Bevelling in csg is not trivial for anything more complex than right-angles.
> I had some limited success with a recent(!) pic
> http://thyme.homelinux.net/Gallery/kotoji.html
> I can post the macro I came up with if you're interested, it just deals
> with bevelling intersecting cylinders.
Cheers, Bevelling was not the issue at the moment, the wheel arches are made
up of several (now) rounded cylinders bevelled together, however rounding
off the intersection of two spheres that make up the middle of the fuselage
is now my challenge, I even tried using blobs, but that didn't work too
well, I am hesitant to use bicubic or other types of patches because of the
issues they create where patches are joined together. Also my headlights
create enough code to significantly slow rendering times for the final
animation.
Nice lantern though, is the slight subtraction in the arch-stand on the left
side meant to be there?
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Attachments:
Download 'prototype.jpg' (23 KB)
Preview of image 'prototype.jpg'
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in news:web.418f148070f1156d70d1465a0@news.povray.org Bathurstfreak
wrote:
> however rounding
> off the intersection of two spheres that make up the middle of the
> fuselage is now my challenge,
In the standard distribution of POV-Ray there is a macro:
#macro r_ConnectSpheres (r_S1, r_S2, Dist, r_Con, S1, S2)
It is hidden in the scenes/advanced/cats/coolcat.inc file
Maybe it works for what you want,
Ingo
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Bathurstfreak wrote:
>>Bevelling in csg is not trivial for anything more complex than right-angles.
>>I had some limited success with a recent(!) pic
>>http://thyme.homelinux.net/Gallery/kotoji.html
>>I can post the macro I came up with if you're interested, it just deals
>>with bevelling intersecting cylinders.
>
>
> Cheers, Bevelling was not the issue at the moment, the wheel arches are made
> up of several (now) rounded cylinders bevelled together, however rounding
> off the intersection of two spheres that make up the middle of the fuselage
> is now my challenge, I even tried using blobs, but that didn't work too
> well, I am hesitant to use bicubic or other types of patches because of the
> issues they create where patches are joined together.
...
My BetweenTori() macro in this file can connect spheres and
tori smoothly:
http://home.no/t-o-k/POV-Ray/CSG-Fung.txt
Here's some images that were made with this macro:
http://home.no/t-o-k/POV-Ray/CSG-Fung.jpg
http://home.no/t-o-k/POV-Ray/CSG-Glass_Ball.jpg
http://home.online.no/~t-o-k/POV-Ray_Images/CSG_Inside_It.jpg
http://home.online.no/~t-o-k/POV-Ray_Images/CSG_Cut_In_It.jpg
http://home.online.no/~t-o-k/POV-Ray_Images/CSG_Smooth_Tori.jpg
http://home.online.no/~t-o-k/POV-Ray_Images/CSG_Smooth_Tori_Cut.jpg
And it could have been used to make theese images:
http://home.online.no/~t-o-k/POV-Ray_Images/CSG_Sphere_Bumps.jpg
http://home.online.no/~t-o-k/POV-Ray_Images/CSG_Lens_Surface.jpg
If the topology of your object allows you to use quadrilateral
meshes, then you can stictch together several of POV-Ray's
bezier patches, like I have done in these images:
http://home.online.no/~t-o-k/POV-Ray_Images/Bezier_Patches_Stitched.jpg
http://home.online.no/~t-o-k/POV-Ray_Images/Bezier_Patches_Stitched_.jpg
http://home.online.no/~t-o-k/POV-Ray_Images/Bezier_Patches_Torus.jpg
http://home.online.no/~t-o-k/POV-Ray_Images/Bezier_Patches_UV-mapped.jpg
http://home.online.no/~t-o-k/POV-Ray_Images/Bezier_Patchwork.jpg
http://home.online.no/~t-o-k/POV-Ray_Images/Bezier_Patchwork_Ctrl_Grid.jpg
http://home.online.no/~t-o-k/POV-Ray_Images/Bezier_Patchwork_Top_View.jpg
--
Tor Olav
http://subcube.net
http://subcube.com
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