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Neil,
It's really very simple, they're just the difference of a cylinder and an
isosurface.
#include "functions.inc"
#declare Column =
union {
box { <-0.625*ft, 0.0, -0.625*ft> <0.625*ft, 0.125*ft, 0.625*ft> }
difference {
box { <-0.5*ft, 0.125*ft, -0.5*ft> <0.5*ft, 2.0*ft, 0.5*ft> }
#local cBd = 0 ;
#while(cBd < 360)
union {
box { <-0.375*ft, 0.25*ft, -0.4375*ft> <0.375*ft, 1.875*ft, -0.53125*ft>
}
box { <-0.28125*ft, 0.34375*ft, -0.375*ft> <0.28125*ft, 1.78125*ft,
-0.53125*ft> }
rotate cBd*y
}
#local cBd = cBd + 90.0 ;
#end
}
box { <-0.625*ft, 2.0*ft, -0.625*ft> <0.625*ft, 2.125*ft, 0.625*ft> }
difference {
cylinder { <0.0, 2.0*ft, 0.0> <0.0, 6.875*ft, 0.0> 0.5*ft }
isosurface {
function { f_helix1(x,y,z,3,0.34375,0.375*ft,0.78125*ft,1,1,0) }
max_gradient 1.009
threshold 0
contained_by { box { <-0.625*ft, 1.875*ft, -0.625*ft> <0.625*ft,
7.125*ft, 0.625*ft> } }
max_trace 3
}
}
box { <-0.625*ft, 6.875*ft, -0.625*ft> <0.625*ft, 7.0*ft, 0.625*ft> }
texture { T_Stone11 }
texture { T_Grnt23a }
photons { target reflection on refraction on }
}
I absolutely love using spirals in my columns, I have another interesting
setup in my fountain image:
[ http://speedy.sdsmt.edu/~1305761/images/Art/Fountain5.jpg ]
the instructions for using the spiral are in functions.inc but I'll warn you
there was some trial and error involved in getting the columns to look
right.
ADB
"Neil Kolban" <kol### [at] kolbancom> wrote:
> ADB,
> I'm a newbie and am trying to learn as fast as I can.
>
> How did you make the spiral in the columns? I am still at CSG theory and
> not much beyond that. I can just about imagine how all else in the picture
> may have been done but, for the life of me, I can't imagine how you carved
> the columns... can you help?
>
> Neil
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On Mon, 06 Dec 2004 11:36:37 -0500, Anthony D. Baye wrote:
> Just a quick proof of concept for my Catacombs project. The entrance will
> be hidden from the other side, making this a sort of Bolt hole. It's
> intended to be a sewer (Or I might make it an aquaduct, I haven't really
> decided.)
>
> As always comments and suggestions are welcome. (which is to say
> encouraged)
>
> ADB
The pillars need to be moved towards the walls a little. Now they extend
a few centimeters over the hole, which doesn't look right.
Otherwise, it's a nice concept - I never realized that one could use
Povray to illustrate dungeons. In hindsight, it's obvious...
Post a reply to this message
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JS <no### [at] spammersallowed> wrote:
> On Mon, 06 Dec 2004 11:36:37 -0500, Anthony D. Baye wrote:
>
> > Just a quick proof of concept for my Catacombs project. The entrance will
> > be hidden from the other side, making this a sort of Bolt hole. It's
> > intended to be a sewer (Or I might make it an aquaduct, I haven't really
> > decided.)
> >
> > As always comments and suggestions are welcome. (which is to say
> > encouraged)
> >
> > ADB
>
> The pillars need to be moved towards the walls a little. Now they extend
> a few centimeters over the hole, which doesn't look right.
>
Actually, the pillars are right where they need to be in order to support
the Vault. The channel is simply 3 inches too wide. I fix this problem in
revision 2.
> Otherwise, it's a nice concept - I never realized that one could use
> Povray to illustrate dungeons. In hindsight, it's obvious...
Thanx. Most of my work is indoor scenes. this isn't actually a dungeon,
I'm currently angling toward "Labyrinth". Although I haven't yet come up
with any better reason for why the arcitecture is so nice other than that
was the way I wanted it. I'll figure out the story behind it later.
ADB
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