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Duane Tackett wrote:
>
> I was working on an image for a friend of mine who is really into
> baseball and i thought "Sure, no problem! How hard can it be?" I was going
> fine until I got to the baseball. It seems there is the matter of the seam
> and the stitching that goes with it. The stitching probably won't be too
> hard to do once I get the first thing I need: The equasion for the seam.
> Unfortunately, I have only had up to college algebra so I haven't had enough
> math to figure out the equasion for a 3D sine wave. Those machines that
> make baseballs have to use an equsion of some sort to follow the stitches!
> Also, is there something similar to a "point" I can use in pov-ray that
> would allow me to actually place the seam on the baseball? Any help would
> be greatly appreciated.
Perhaps you could use rotations, which I often find easier than fiddling
with equations. This way, you can position a single stitch somewhere on
the surface of the ball, knowing that no matter how you much you rotate
it, in any direction, it will remain on the surface, eg:
camera {location -z * 3}
light_source {<10, 10, -50> rgb 1.33}
#declare Thread = sphere {0, 1
pigment {rgb <.6, .2, .2>}
normal {bumps 1 scale <.5, 1.5, .5>}
scale <.3, 1, .3>}
#declare Stitch = union {
object {Thread rotate x * 45 translate <0, -.5, .5>}
object {Thread rotate x * -45 translate <0, .5, -.5>}
scale 0.05 translate x rotate y * 45}
#declare QuarterStitch = union {
#declare C = 0; #while (C <= 180)
object {Stitch rotate x * C}
#declare C = C + 5; #end
}
union {
sphere {<0, 0, 0>, 1 pigment {rgb 1} normal {bumps .3 scale .6}}
object {QuarterStitch} object {QuarterStitch scale <1, -1, 1> rotate y * 90}
object {QuarterStitch rotate y * 180} object {QuarterStitch scale <1, -1, 1> rotate
<0, -90, 0>}
rotate <15, 30, 0>}
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