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From: And
Subject: My bezier spline sphere sweep new version
Date: 20 Sep 2015 05:15:06
Message: <web.55fe784eb76273e03fda44f40@news.povray.org>
As title. This time support merge and variable radii.


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From: LanuHum
Subject: Re: My bezier spline sphere sweep new version
Date: 20 Sep 2015 16:20:01
Message: <web.55ff146dc8a9ef087a3e03fe0@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> As title. This time support merge and variable radii.

Thanks! Show the .pov file to understand how to assign radius.
:)


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From: And
Subject: Re: My bezier spline sphere sweep new version
Date: 21 Sep 2015 05:15:01
Message: <web.55ffca68c8a9ef0893f3becf0@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> > As title. This time support merge and variable radii.
>
> Thanks! Show the .pov file to understand how to assign radius.
> :)


I would put a .pov file latter.
But show you first here.
Like this:



#declare pts =
array[4]{
<0,0,0>,<0.3,0,0>,<0.7,0,0>,<1,0,0>
}

#declare rs =
array[4]{
0.1,0.2,0.15,0.1
}


object{
Shape_Bezierpoints_Sphere_Sweep(yes, 20, pts, rs)
}


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From: And
Subject: Re: My bezier spline sphere sweep new version
Date: 21 Sep 2015 08:05:00
Message: <web.55fff147c8a9ef0865cdfd2e0@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> "LanuHum" <Lan### [at] yandexru> wrote:
> > "And" <49341109@ntnu.edu.tw> wrote:
> > > As title. This time support merge and variable radii.
> >
> > Thanks! Show the .pov file to understand how to assign radius.
> > :)
>
>
> I would put a .pov file latter.
> But show you first here.
> Like this:
>
>
>
> #declare pts =
> array[4]{
> <0,0,0>,<0.3,0,0>,<0.7,0,0>,<1,0,0>
> }
>
> #declare rs =
> array[4]{
> 0.1,0.2,0.15,0.1
> }
>
>
> object{
> Shape_Bezierpoints_Sphere_Sweep(yes, 20, pts, rs)
> }


Basically each control point corresponds with one radius. Like the example, the
position at the first control point is the first radius. The second and the
third radii represent the trend. And the fourth radius represents the radius at
the fourth control point.


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From: LanuHum
Subject: Re: My bezier spline sphere sweep new version
Date: 21 Sep 2015 10:35:00
Message: <web.56001544c8a9ef087a3e03fe0@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:

>
> Basically each control point corresponds with one radius. Like the example, the
> position at the first control point is the first radius. The second and the
> third radii represent the trend. And the fourth radius represents the radius at
> the fourth control point.

Look here:
https://youtu.be/LFxqVXUoFzg
What shall I write as the second and the third radii???
Especially as control points can be 1000 and more?


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From: And
Subject: Re: My bezier spline sphere sweep new version
Date: 22 Sep 2015 08:20:00
Message: <web.56014733c8a9ef087efd6d930@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>
> >
> > Basically each control point corresponds with one radius. Like the example, the
> > position at the first control point is the first radius. The second and the
> > third radii represent the trend. And the fourth radius represents the radius at
> > the fourth control point.
>
> Look here:
> https://youtu.be/LFxqVXUoFzg
> What shall I write as the second and the third radii???
> Especially as control points can be 1000 and more?

Is this the blender's internal feature? If so, maybe I will take a look at it.
Before that, you can try:

r1 = 2/3*r0 + 1/3*r3
r2 = 1/3*r0 + 2/3*r3

Where
r0: The first radius
r1: The second radius
r2: The third radius
r3: The fourth radius


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From: LanuHum
Subject: Re: My bezier spline sphere sweep new version
Date: 22 Sep 2015 11:30:01
Message: <web.5601737ec8a9ef087a3e03fe0@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:

>
> Is this the blender's internal feature? If so, maybe I will take a look at it.

Yes! Is this the blender's internal feature!
Advanced:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Curve_Tools

> Before that, you can try:
>
> r1 = 2/3*r0 + 1/3*r3
> r2 = 1/3*r0 + 2/3*r3
>
> Where
> r0: The first radius
> r1: The second radius
> r2: The third radius
> r3: The fourth radius

Yes, it works, thanks!
One wish:
If L < (2 * R):
sphere transform.

It is possible for you?


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Attachments:
Download 's_sweep.jpg' (206 KB)

Preview of image 's_sweep.jpg'
s_sweep.jpg


 

From: And
Subject: Re: My bezier spline sphere sweep new version
Date: 23 Sep 2015 22:50:00
Message: <web.5603643dc8a9ef088a002e410@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>
> >
> > Is this the blender's internal feature? If so, maybe I will take a look at it.
>
> Yes! Is this the blender's internal feature!
> Advanced:
> http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Curve_Tools
>
> > Before that, you can try:
> >
> > r1 = 2/3*r0 + 1/3*r3
> > r2 = 1/3*r0 + 2/3*r3
> >
> > Where
> > r0: The first radius
> > r1: The second radius
> > r2: The third radius
> > r3: The fourth radius
>
> Yes, it works, thanks!
> One wish:
> If L < (2 * R):
> sphere transform.
>
> It is possible for you?

Em... I don't understand what's your meaning.


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From: LanuHum
Subject: Re: My bezier spline sphere sweep new version
Date: 24 Sep 2015 10:35:01
Message: <web.560409c9c8a9ef087a3e03fe0@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> "LanuHum" <Lan### [at] yandexru> wrote:
> > One wish:
> > If L < (2 * R):
> > sphere transform.
> >
> > It is possible for you?
>
> Em... I don't understand what's your meaning.

#version 3.7;

#include "functions.inc"
global_settings {
    assumed_gamma 1.000000
    max_trace_level 3
}
sky_sphere {
    pigment {rgb<0.050, 0.050, 0.050>}
}

#declare Default_texture = texture{pigment {rgb 0.8}}

#include "bezier_spheresweep.inc"

#declare BezierCurve_pts = array[16]{
    <-1,0,0.0000><-0.6286,0,0.0000><-0.1439,0,0.0000><-0.04874,0,0.0000>
    <-0.04874,0,0.0000><-0.02971,0,0.0000><-0.01903,0,0.0000><0,0,0.0000>
    <0,0,0.0000><0.01903,0,0.0000><0.02971,0,0.0000><0.04874,0,0.0000>
    <0.04874,0,0.0000><0.1439,0,0.0000><0.6286,0,0.0000><1,0,0.0000>
}
#declare BezierCurve_rs = array[16]{
    0.0860,0.0860,0.0860,0.0860
    0.0860,0.1406,0.1952,0.2498
    0.2498,0.1952,0.1406,0.0860
    0.0860,0.0860,0.0860,0.0860
}

#declare data_BezierCurve_ob = object{Shape_Bezierpoints_Sphere_Sweep(yes,12,
BezierCurve_pts, BezierCurve_rs)
    texture {Default_texture}
}
object {data_BezierCurve_ob
    texture {Default_texture}
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.000000, -0.000000,  0.000000, 0.000000, 0.000000>
}

light_source {
    <5.07,5.58,4.28>
    color rgb<1, 1, 1>
    fade_distance 25.0000000000
    fade_power 1
}
camera {
    perspective
    location  <0,0,0>
    look_at  <0,0,-1>
    right <-1.7777777777777777, 0, 0>
    up <0, 1, 0>
    angle  49.134343
    rotate  <-27.098163, 46.688390, -0.903519>
    translate <7.481132, 5.343666, 6.507640>
}


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Attachments:
Download 'bezier.jpg' (196 KB)

Preview of image 'bezier.jpg'
bezier.jpg


 

From: LanuHum
Subject: Re: My bezier spline sphere sweep new version
Date: 24 Sep 2015 10:45:00
Message: <web.56040b9fc8a9ef087a3e03fe0@news.povray.org>
do prev post:


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Attachments:
Download 'bezier_render_result.jpg' (34 KB)

Preview of image 'bezier_render_result.jpg'
bezier_render_result.jpg


 

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