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"alphaQuad" <alp### [at] earthlinknet> wrote:
> Can anyone show how to get distance to an egg shape given a vector of any
> direction?
> (center to shield impact point)
"distance to egg shape" and "center to shield impact point" isn't quite the same
thing. i guess you want to get the point where a beam hits the shield, right?
for that i'd rather use trace() than struggling with the math.
Regards Roman
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"Roman Reiner" <lim### [at] gmxde> wrote:
> "alphaQuad" <alp### [at] earthlinknet> wrote:
> > Can anyone show how to get distance to an egg shape given a vector of any
> > direction?
> > (center to shield impact point)
>
> "distance to egg shape" and "center to shield impact point" isn't quite the same
> thing. i guess you want to get the point where a beam hits the shield, right?
> for that i'd rather use trace() than struggling with the math.
>
> Regards Roman
thanks for the tip
aQ
Heres about half the models I found. There are no thumbs so this might help.
http://st102.startlogic.com/~blenderw/cms/index.php?option=com_remository&Itemid=26&func=select&id=3
DeepSpaceNine
Warbird DeltaFlyer
Voyager 1701_E 1701_C 1701_B 1701_A
Warbird
BirdOfPrey Grissom Vorcha Hideki DominionBattleship
DeltaFlyer
Reliant Goddard Maquis JemHadar AkiraClass
end model display
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Attachments:
Download 'fleet05.png' (581 KB)
Preview of image 'fleet05.png'
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"Roman Reiner" <lim### [at] gmxde> wrote:
> for that i'd rather use trace() than struggling with the math.
>
Yah, me too. I expected something like this existed and was the ticket.
I often wonder if I am doing something unecessary because I am unaware of the
alternate.
2 statements did it. THANK YOU! Just needed the guidance.
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Attachments:
Download 'shieldhit05.png' (107 KB)
Preview of image 'shieldhit05.png'
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works on models also, this one at least. cool
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Attachments:
Download 'flyerhit0.png' (55 KB)
Preview of image 'flyerhit0.png'
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"alphaQuad" <alp### [at] earthlinknet> wrote:
> works on models also, this one at least. cool
Do disruptor beams cast shadows?
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Cousin Ricky nous illumina en ce 2008-06-18 09:32 -->
> "alphaQuad" <alp### [at] earthlinknet> wrote:
>> works on models also, this one at least. cool
>
> Do disruptor beams cast shadows?
>
They should cast light, not shadows. Use a transparent container filled with
emissive media, no absorbtion, and turn on radiosity with media on.
--
Alain
-------------------------------------------------
Rebellion against tyrants is obedience to God.
Benjamin Franklin
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Alain <ele### [at] netscapenet> wrote:
> Cousin Ricky nous illumina en ce 2008-06-18 09:32 -->
> > "alphaQuad" <alp### [at] earthlinknet> wrote:
> >> works on models also, this one at least. cool
> >
> > Do disruptor beams cast shadows?
> >
> They should cast light, not shadows. Use a transparent container filled with
> emissive media, no absorbtion, and turn on radiosity with media on.
Did all that.
>
I've tried this before, and noticed that my example only works with spheres.
Any genius out there who can fill a cylinder?
Could use a good LASER macro here, I'll start:
This is NOT visible:
// ************************* WarBird *******************************
#macro laser(A,B,rad,C)
#local p_id = 0.1;
#local glow_state = 0.001; // fader
#local glow_colorturb = <0.3,0.3,0.3>; //magnitude Randomness to color
#local ColorJitter =
(<Hash2(p_id,1),Hash2(p_id,2),Hash2(p_id,3)>-<0.5,0.5,0.5>)*glow_colorturb;
#local Color =
(
C
*(1+ColorJitter) // Randomness to color
*(1.001-glow_state) // fader
);
#local ColorM = max(Color.x,max(Color.y,Color.z)); // highest RGB
#local Color = Color/2;
cylinder { A,B,rad hollow no_shadow
pigment {rgbf 1}
finish {ambient 1 diffuse 0}
interior {
media {
emission Color // color
intervals 10 // default 10
ratio 0.9
samples 4,8 // default 1,1
variance 1.0/128
confidence 0.9
method 2 //1,2,3adaptive
density {
spherical
density_map {
[0.0, rgb 0 ]
[0.6, rgb Color ]
[1.0, rgb 2*ColorM]
}
}
}
}
}
#end
/////////////////////hash.inc\\\\\\\\\\\\\\\\\\
#macro Hash1(t1)
#local p1=sin(t1);
#local pf=cos(1e7*(p1));
abs(1e4*pf-int(1e4*pf))
#end
#macro Hash2(t1,t2)
#local p1=sin(t1);
#local p2=cos(t2*2.2361);
#local pf=cos(1e7*(p1+p2));
abs(1e4*pf-int(1e4*pf))
#end
#macro Hash3(t1,t2,t3)
#local p1=sin(t1);
#local p2=cos(t2*2.2361);
#local p3=sin(t3*1.8708+1);
#local pf=cos(1e7*(p1+p2+p3));
abs(1e4*pf-int(1e4*pf))
#end
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I dont mean to be rude so,
credit for much of that was: Rune's Particle System
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alphaQuad nous illumina en ce 2008-06-18 13:04 -->
> Alain <ele### [at] netscapenet> wrote:
>> Cousin Ricky nous illumina en ce 2008-06-18 09:32 -->
>>> "alphaQuad" <alp### [at] earthlinknet> wrote:
>>>> works on models also, this one at least. cool
>>> Do disruptor beams cast shadows?
>>>
>> They should cast light, not shadows. Use a transparent container filled with
>> emissive media, no absorbtion, and turn on radiosity with media on.
>
> Did all that.
>
>
>
> I've tried this before, and noticed that my example only works with spheres.
> Any genius out there who can fill a cylinder?
>
> Could use a good LASER macro here, I'll start:
> This is NOT visible:
>
> // ************************* WarBird *******************************
> #macro laser(A,B,rad,C)
> #local p_id = 0.1;
> #local glow_state = 0.001; // fader
> #local glow_colorturb = <0.3,0.3,0.3>; //magnitude Randomness to color
>
> #local ColorJitter =
> (<Hash2(p_id,1),Hash2(p_id,2),Hash2(p_id,3)>-<0.5,0.5,0.5>)*glow_colorturb;
>
> #local Color =
> (
> C
> *(1+ColorJitter) // Randomness to color
> *(1.001-glow_state) // fader
> );
>
> #local ColorM = max(Color.x,max(Color.y,Color.z)); // highest RGB
> #local Color = Color/2;
>
> cylinder { A,B,rad hollow no_shadow
> pigment {rgbf 1}
> finish {ambient 1 diffuse 0}
> interior {
> media {
> emission Color // color
> intervals 10 // default 10
> ratio 0.9
> samples 4,8 // default 1,1
> variance 1.0/128
> confidence 0.9
> method 2 //1,2,3adaptive
> density {
> spherical
> density_map {
> [0.0, rgb 0 ]
> [0.6, rgb Color ]
> [1.0, rgb 2*ColorM]
> }
> }
> }
> }
> }
>
> #end
>
>
> /////////////////////hash.inc\\\\\\\\\\\\\\\\\\
>
> #macro Hash1(t1)
> #local p1=sin(t1);
> #local pf=cos(1e7*(p1));
> abs(1e4*pf-int(1e4*pf))
> #end
>
> #macro Hash2(t1,t2)
> #local p1=sin(t1);
> #local p2=cos(t2*2.2361);
> #local pf=cos(1e7*(p1+p2));
> abs(1e4*pf-int(1e4*pf))
> #end
>
> #macro Hash3(t1,t2,t3)
> #local p1=sin(t1);
> #local p2=cos(t2*2.2361);
> #local p3=sin(t3*1.8708+1);
> #local pf=cos(1e7*(p1+p2+p3));
> abs(1e4*pf-int(1e4*pf))
> #end
>
>
>
>
>
Replace the sphere by a unit radius cylinder with one end at the origin along
the Y axis. Fill it with media using the cylindrical pattern in place of the
spherical one. Scale it to the desired length and diameter, rotate it as needed
and translate it to the correct location.
--
Alain
-------------------------------------------------
EVERYTHING HAS A GENDER
You may not know this but many nonliving things have a gender...
A Web Page is Female, because it's always getting hit on.
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Alain <ele### [at] netscapenet> wrote:
> Replace the sphere by a unit radius cylinder with one end at the origin along
> the Y axis. Fill it with media using the cylindrical pattern in place of the
> spherical one. Scale it to the desired length and diameter, rotate it as needed
> and translate it to the correct location.
>
I was just noticing that.
Mapping must happen at 0, I tend to overlook. Went thru the spherical and was
noticing everything you said, now cylindrical works, I'm just a little slow at
catching on. One day I remember mapping happens a ZERO, DOH.
These were done done with spherical density pattern which seems to be faster
than cylindrical.
Scaling a sphere would get you lenticular or lens shape:
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Attachments:
Download 'mediabeams2.jpg' (203 KB)
Preview of image 'mediabeams2.jpg'
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