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29 Oct 2024 23:56:11 EDT (-0400)
  Creating a rope (Message 1 to 5 of 5)  
From: DustBuster
Subject: Creating a rope
Date: 22 May 2000 14:29:47
Message: <39297c9b@news.povray.org>
I need a rope in one of my scenes. To make it look like a rope, it needs a
few bends here and there. I could of course paste torus-pieces together but
that's gonna take six years, eight days and three hours. Is there a better
way to do it?

BTW, is there a way to twist things?


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From: Gilles Tran
Subject: Re: Creating a rope
Date: 22 May 2000 14:55:09
Message: <39298249.95387F6@inapg.inra.fr>
DustBuster wrote:

> I need a rope in one of my scenes. To make it look like a rope, it needs a
> few bends here and there. I could of course paste torus-pieces together but
> that's gonna take six years, eight days and three hours. Is there a better
> way to do it?

If you're using Megapov, there's a sphere_sweep object that can make nice
ropes.
You can also make a procedure that concatenates spheres and/or cylinders if you
know your way in pov programming.
If you happen to be a Poser user, there are some poseable rope objets at the
www.renderosity.com site.

> BTW, is there a way to twist things?

There's no good way to twist things because it falls in the category of
"non-linear transformations" that are difficult to implement in raytracing.
You can twist a mesh by using one of Chris Colefax's mesh macros.
For any other primitive, the only way is to cut it in thin slices and rotate
each slice by an increment. If you're a Megapov user with some good math
background you can create twisted primitives using isosurfaces. There's an
isosurface that looks like a twisted rope, btw.

G.


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From: Chris Colefax
Subject: Re: Creating a rope
Date: 22 May 2000 19:19:39
Message: <3929c08b@news.povray.org>
DustBuster <dus### [at] planetaccesscom> wrote:
> I need a rope in one of my scenes. To make it look like a rope, it needs a
> few bends here and there. I could of course paste torus-pieces together
but
> that's gonna take six years, eight days and three hours. Is there a better
> way to do it?

Perhaps my Spline Macro System would be useful in this case:

   http://www.geocities.com/ccolefax/spline

This will allow you to define the path of the rope (bends and all) using a
list of points.  Then you can link these points with torus sections, blobs,
or rope objects - see the older Spline Include File and Link Include File
for ideas in this department:

   http://www.geocities.com/ccolefax/otherincludes.html


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From: Mark Wagner
Subject: Re: Creating a rope
Date: 23 May 2000 01:08:42
Message: <392a125a@news.povray.org>
DustBuster wrote in message <39297c9b@news.povray.org>...
>I need a rope in one of my scenes. To make it look like a rope, it needs a
>few bends here and there. I could of course paste torus-pieces together but
>that's gonna take six years, eight days and three hours. Is there a better
>way to do it?
>
>BTW, is there a way to twist things?


Someone's chain macro might be useful for this.

Mark


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From: Marc Schimmler
Subject: Re: Creating a rope
Date: 23 May 2000 02:49:48
Message: <392A2A0C.F56981B0@ica.uni-stuttgart.de>
DustBuster wrote:
> 
> I need a rope in one of my scenes. To make it look like a rope, it needs a
> few bends here and there. I could of course paste torus-pieces together but
> that's gonna take six years, eight days and three hours. Is there a better
> way to do it?
> 
> BTW, is there a way to twist things?

Ron Parker has a nice utility:

http://www2.fwi.com/~parkerr/traces.html

It links several points with torus parts. Look at the bottom of the page

Marc

-- 
Marc Schimmler


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