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I found an 8GB SODIMM under the XMas tree and so I plan a media photon animation
as my major Pov-Ray project for these year. I have some struggle with the
texture for that "Thing" in the middle. How can I apply the warning stripes in a
more propper way? I thought that could be a challenge for the proffessionals in
these helpfull group. Any sugestions please?
#declare Thing=
difference{
sphere {0,9.05 pigment {rgb 0.1}}
sphere {0,8.55 pigment {rgb 0.1}}
cylinder {<-10,0,0>,<10,0,0>,5.01 texture {T_warn1 scale 10}}
plane {z,-1 hollow texture {T_warn1 scale 10}}
finish {diffuse .25}
photons {collect off}
}
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Attachments:
Download 'photon_laboratory_02123.png' (501 KB)
Preview of image 'photon_laboratory_02123.png'
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Here is one way to do it. I remade your T_warn1 texture as T_warn_2. You might
need another very similar texture (with a different radial 'frequency') for your
plane, so that the warning stripes there look equal in size to the cylinder's
stripes.
#declare T_warn_2 =
texture{
pigment{
radial
sine_wave
frequency 16
color_map{
[.5 rgb 0]
[.5 rgb <1,.7,0>]
}
}
}
#declare Thing=
difference{
sphere {0,9.05 pigment {rgb 0.1}}
sphere {0,8.55 pigment {rgb 0.1}}
cylinder{<0,-10,0>, <0,10,0> 5.01 // made in Y instead of X
texture {T_warn_2}
rotate 90*z
}
plane {z,-1 hollow texture {T_warn_2 rotate 90*x}}
finish {diffuse .25}
photons {collect off}
}
Post a reply to this message
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"Kenneth" <kdw### [at] gmailcom> wrote:
> Here is one way to do it. I remade your T_warn1 texture as T_warn_2. You might
> need another very similar texture (with a different radial 'frequency') for your
> plane, so that the warning stripes there look equal in size to the cylinder's
> stripes.
>
> #declare T_warn_2 =
> texture{
> pigment{
> radial
> sine_wave
> frequency 16
> color_map{
> [.5 rgb 0]
> [.5 rgb <1,.7,0>]
> }
> }
> }
>
> #declare Thing=
> difference{
> sphere {0,9.05 pigment {rgb 0.1}}
> sphere {0,8.55 pigment {rgb 0.1}}
> cylinder{<0,-10,0>, <0,10,0> 5.01 // made in Y instead of X
> texture {T_warn_2}
> rotate 90*z
> }
> plane {z,-1 hollow texture {T_warn_2 rotate 90*x}}
> finish {diffuse .25}
> photons {collect off}
> }
Thanks a lot, after hours of waiting I got it. My math fails in calculating the
exakt radius of the sphere at the intersection point with the plane so I alterd
the frequency in an animation until it looked good. Guess thats a lazy way but
studying math would take much longer.
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"Kontemplator" <haf### [at] yahoocom> wrote:
....after hours of waiting ...
Next time might turn off photons and radiosity for testing textures or use the
+q option. But that's the problem if you are a part time Pover. :)
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Use a radial pattern.
This is just a modification of the one in the drop-down Insert menu.
torus {10, 1 texture{ pigment {radial frequency 35
color_map { [0.0 color Black]
[0.25 color Black]
[0.25 color Yellow]
[0.75 color Yellow]
[0.75 color Black]
[1.0 color Black]
}
}
finish { diffuse 0.9 phong 1 }
} // end of texture
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"Kontemplator" <haf### [at] yahoocom> wrote:
> Thanks a lot, after hours of waiting I got it. My math fails in calculating the
> exakt radius of the sphere at the intersection point with the plane
Your radius in a plane varies as the sin of the angle.
The angle is a function of the distance away from the center as you travel
perpendicular to that plane, from the edge of the sphere in the direction of the
center. Specifically the arc-cosine.
So, you start off at the radius r, and move r-d.
The cosine of an angle is adjacent/hypotenuse.
your r-d is the cathetus, or adjacent edge, and the radius is the hypotenuse.
so theta is acos (r-d, r)
to get the remaining cathetus, or opposite edge, you need to calculate the sin
of that angle
sin theta = opposite/hypotenuse
so sin (acos (r-d, r)) = opposite/hypotenuse
multiplying both sides by the hypotenuse (r) gives you the length of the
cathetus, which is the radius of the circle you're looking for (r2)
#declare r2 = r * sin (acos (r-d, r));
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diagram:
http://news.povray.org/*/attachment/%3Cweb.5a525c2aa608280b5cafe28e0%40news.povray.org%3E/radius-at-intersection.png
Post a reply to this message
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> diagram:
>
>
http://news.povray.org/*/attachment/%3Cweb.5a525c2aa608280b5cafe28e0%40news.povray.org%3E/radius-at-intersection.png
Thanks Bald Eagle for the explanation. I read these geometric wisdoms and i
remembered my math final examination. I disgrace myself but the theme was "all i
know about the circle". Maybe it comes back if I don't need it.
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"Kontemplator" <haf### [at] yahoocom> wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
> > diagram:
> >
> >
http://news.povray.org/*/attachment/%3Cweb.5a525c2aa608280b5cafe28e0%40news.povray.org%3E/radius-at-intersection.pn
g
>
> Thanks Bald Eagle for the explanation. I read these geometric wisdoms and i
> remembered my math final examination. I disgrace myself but the theme was "all i
> know about the circle". Maybe it comes back if I don't need it.
Nah, it took me a lot of struggling and remembering / relearning all of things I
either forgot or never really learned the first time around.
At this point, I've been doing trig regularly for a couple of years, so the
calculations, and more importantly, the logic behind WHAT I need to do comes a
lot more quickly.
More often than I'd like, I still find myself calculating around in ... circles.
I hope your scene is coming along nicely.
I like your light effects - they're mapped photons, not media?
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