POV-Ray : Newsgroups : povray.general : round edges Server Time
7 Aug 2024 19:26:38 EDT (-0400)
  round edges (Message 1 to 6 of 6)  
From: Nekar Xenos
Subject: round edges
Date: 18 May 2001 07:04:29
Message: <3b0501bd@news.povray.org>
Does anyone have a macro that could take the co-ordinates of all the points in
an object and replace them with blobs? I've figured that would be quite a good
way of making rounded edges. CSG's would probably be a problem, unless there was
a macro that could convert CSG's (or anything else) to polygons.

I've come to notice that nothing in real life has sharp edges except dangerous
stuff like blades...

Nekar

--
#local N=<-20,40,100>;#local K=<20,-40,100>;#local R=seed(0);blob{#while((K-N).
x>0)#local X=N;#local N=N+<rand(R),rand(R),1>/3;#local N=(vlength(N-K)<vlength(
X-K)?N:2*X-N);sphere{<N.y,-N.x,N.z>,1,1 scale .02}sphere{N,1,1 scale.02}sphere{
<-N.x-40,N.y,N.z>1,1 scale.01}sphere{<N.x+40,-N.y,N.z>1,1 scale.01 }#end
pigment{rgbt 1}interior{media{emission <2,4,5>*5}}hollow}// Nekar Xenos


Post a reply to this message

From: Chris Huff
Subject: Re: round edges
Date: 18 May 2001 10:39:13
Message: <3b053411@news.povray.org>
Nekar Xenos <j-p### [at] citywalkcoza> wrote:

> Does anyone have a macro that could take the co-ordinates of all the
> points in an object and replace them with blobs?

I've done something like this before...I just used eval_pattern with
the object pattern to determine if a point was inside the object, and
if so, placed a blob component at that point.


> I've figured that would be quite a good way of making rounded
> edges. CSG's would probably be a problem, unless there was a macro
> that could convert CSG's (or anything else) to polygons.

It worked fairly well for rounded text, but if you want just slight
rounding of edges, you will require a huge number of blob components
to get smooth results, and the rendering will be quite slow. A better
bet would be to use macros to produce various primitive shapes, such
as rounded boxes, cylinders, etc...
CSG is no problem, though.


-- 
Christopher James Huff - chr### [at] maccom
Home Page: http://homepage.mac.com/chrishuff/
POV-Ray TAG e-mail: chr### [at] povrayorg
POV-Ray TAG web site: http://tag.povray.org/


Post a reply to this message

From: Nekar Xenos
Subject: Re: round edges
Date: 21 May 2001 01:58:49
Message: <3b08ae99@news.povray.org>
Can I please have this macro?

Thanks

Nekar

--
#local N=<-20,40,100>;#local K=<20,-40,100>;#local R=seed(0);blob{#while((K-N).
x>0)#local X=N;#local N=N+<rand(R),rand(R),1>/3;#local N=(vlength(N-K)<vlength(
X-K)?N:2*X-N);sphere{<N.y,-N.x,N.z>,1,1 scale .02}sphere{N,1,1 scale.02}sphere{
<-N.x-40,N.y,N.z>1,1 scale.01}sphere{<N.x+40,-N.y,N.z>1,1 scale.01 }#end
pigment{rgbt 1}interior{media{emission <2,4,5>*5}}hollow}// Nekar Xenos
"Chris Huff" <chr### [at] maccom> wrote in message
news:3b053411@news.povray.org...
> Nekar Xenos <j-p### [at] citywalkcoza> wrote:
>
> > Does anyone have a macro that could take the co-ordinates of all the
> > points in an object and replace them with blobs?
>
> I've done something like this before...I just used eval_pattern with
> the object pattern to determine if a point was inside the object, and
> if so, placed a blob component at that point.
>
>
> > I've figured that would be quite a good way of making rounded
> > edges. CSG's would probably be a problem, unless there was a macro
> > that could convert CSG's (or anything else) to polygons.
>
> It worked fairly well for rounded text, but if you want just slight
> rounding of edges, you will require a huge number of blob components
> to get smooth results, and the rendering will be quite slow. A better
> bet would be to use macros to produce various primitive shapes, such
> as rounded boxes, cylinders, etc...
> CSG is no problem, though.
>
>
> --
> Christopher James Huff - chr### [at] maccom
> Home Page: http://homepage.mac.com/chrishuff/
> POV-Ray TAG e-mail: chr### [at] povrayorg
> POV-Ray TAG web site: http://tag.povray.org/


Post a reply to this message

From: Anoop Kumar
Subject: Re: round edges_ & Brick Arch_& Striscia
Date: 22 May 2001 13:10:33
Message: <3b0a9d89@news.povray.org>
Hi,

You know, both for this and the  the other thread -BrickArch???-a few days
back, you could also go in for the Striscia macros (see 'Round edges_&
Brick
arch_& Striscia' in p.b.i. for an example) available at
http://members.xoom.com/dvarrazo/ .
That's, IMHO, a highly underrated macro. Not only can you loft (your round
edged sections) but it also has other features such as making the texture
follow the path of your 'loft', varying the scale of the section at various
points along the path etc.Also, if using Megapov's 'solid mesh' feature you
can do csg's withit. Do try it; I've been playing with it on & off for the
last month, & have been really impressed.
The only problem is it's numerous 'declarations'; but you could probably
find a way around this if you are more intelligent (very likely judging
from the no. of messages I couldn't understand;-))
Hope this helps.
Bye,

-Anoop

Nekar Xenos wrote in message <3b08ae99@news.povray.org>...
>Can I please have this macro?
>
>Thanks
>
>Nekar
>
>--
>#local N=<-20,40,100>;#local K=<20,-40,100>;#local
R=seed(0);blob{#while((K-N).
>x>0)#local X=N;#local N=N+<rand(R),rand(R),1>/3;#local
N=(vlength(N-K)<vlength(
>X-K)?N:2*X-N);sphere{<N.y,-N.x,N.z>,1,1 scale .02}sphere{N,1,1
scale.02}sphere{
><-N.x-40,N.y,N.z>1,1 scale.01}sphere{<N.x+40,-N.y,N.z>1,1 scale.01 }#end
>pigment{rgbt 1}interior{media{emission <2,4,5>*5}}hollow}// Nekar Xenos
>"Chris Huff" <chr### [at] maccom> wrote in message
>news:3b053411@news.povray.org...
>> Nekar Xenos <j-p### [at] citywalkcoza> wrote:
>>
>> > Does anyone have a macro that could take the co-ordinates of all the
>> > points in an object and replace them with blobs?
>>
>> I've done something like this before...I just used eval_pattern with
>> the object pattern to determine if a point was inside the object, and
>> if so, placed a blob component at that point.
>>
>>
>> > I've figured that would be quite a good way of making rounded
>> > edges. CSG's would probably be a problem, unless there was a macro
>> > that could convert CSG's (or anything else) to polygons.
>>
>> It worked fairly well for rounded text, but if you want just slight
>> rounding of edges, you will require a huge number of blob components
>> to get smooth results, and the rendering will be quite slow. A better
>> bet would be to use macros to produce various primitive shapes, such
>> as rounded boxes, cylinders, etc...
>> CSG is no problem, though.
>>
>>
>> --
>> Christopher James Huff - chr### [at] maccom
>> Home Page: http://homepage.mac.com/chrishuff/
>> POV-Ray TAG e-mail: chr### [at] povrayorg
>> POV-Ray TAG web site: http://tag.povray.org/
>
>


Post a reply to this message

From: Nekar Xenos
Subject: Re: round edges_ & Brick Arch_& Striscia
Date: 23 May 2001 03:36:00
Message: <3b0b6860@news.povray.org>
It's a dead link but with some searching I think I've got it. it's quite old, so
I don't know if there's a newer version. The site I found it on hasn't been
updated since October I think.

I'll take a look at it. By you're description I might be able to use this for
something else as well - a letter 'p' that looks like a ream of paper bent to  a
letter 'p'.

Thanks,
--
/* Nekar Xenos */#local N=<-20,40,100>;#local K=<20,-40,100>;#local R=seed(0);
blob{#while((K-N).x>0)#local X=N;#local N=N+<rand(R),rand(R),1>/3;#local N=(
vlength(N-K)<vlength(X-K)?N:2*X-N);sphere{<N.y,-N.x,N.z>,1,1 scale .02}sphere{N
,1,1 scale.02}sphere{<-N.x-40,N.y,N.z>1,1 scale.01}sphere{<N.x+40,-N.y,N.z>1,1
scale.01 }#end pigment{rgbt 1}interior{media{emission <2,4,5>*5}}hollow}
"Anoop Kumar" <ano### [at] flashmailcom> wrote in message
news:3b0a9d89@news.povray.org...
> Hi,
>
> You know, both for this and the  the other thread -BrickArch???-a few days
> back, you could also go in for the Striscia macros (see 'Round edges_&
> Brick
> arch_& Striscia' in p.b.i. for an example) available at
> http://members.xoom.com/dvarrazo/ .
> That's, IMHO, a highly underrated macro. Not only can you loft (your round
> edged sections) but it also has other features such as making the texture
> follow the path of your 'loft', varying the scale of the section at various
> points along the path etc.Also, if using Megapov's 'solid mesh' feature you
> can do csg's withit. Do try it; I've been playing with it on & off for the
> last month, & have been really impressed.
> The only problem is it's numerous 'declarations'; but you could probably
> find a way around this if you are more intelligent (very likely judging
> from the no. of messages I couldn't understand;-))
> Hope this helps.
> Bye,
>
> -Anoop
>
> Nekar Xenos wrote in message <3b08ae99@news.povray.org>...
> >Can I please have this macro?
> >
> >Thanks
> >
> >Nekar
> >
> >--
> >#local N=<-20,40,100>;#local K=<20,-40,100>;#local
> R=seed(0);blob{#while((K-N).
> >x>0)#local X=N;#local N=N+<rand(R),rand(R),1>/3;#local
> N=(vlength(N-K)<vlength(
> >X-K)?N:2*X-N);sphere{<N.y,-N.x,N.z>,1,1 scale .02}sphere{N,1,1
> scale.02}sphere{
> ><-N.x-40,N.y,N.z>1,1 scale.01}sphere{<N.x+40,-N.y,N.z>1,1 scale.01 }#end
> >pigment{rgbt 1}interior{media{emission <2,4,5>*5}}hollow}// Nekar Xenos
> >"Chris Huff" <chr### [at] maccom> wrote in message
> >news:3b053411@news.povray.org...
> >> Nekar Xenos <j-p### [at] citywalkcoza> wrote:
> >>
> >> > Does anyone have a macro that could take the co-ordinates of all the
> >> > points in an object and replace them with blobs?
> >>
> >> I've done something like this before...I just used eval_pattern with
> >> the object pattern to determine if a point was inside the object, and
> >> if so, placed a blob component at that point.
> >>
> >>
> >> > I've figured that would be quite a good way of making rounded
> >> > edges. CSG's would probably be a problem, unless there was a macro
> >> > that could convert CSG's (or anything else) to polygons.
> >>
> >> It worked fairly well for rounded text, but if you want just slight
> >> rounding of edges, you will require a huge number of blob components
> >> to get smooth results, and the rendering will be quite slow. A better
> >> bet would be to use macros to produce various primitive shapes, such
> >> as rounded boxes, cylinders, etc...
> >> CSG is no problem, though.
> >>
> >>
> >> --
> >> Christopher James Huff - chr### [at] maccom
> >> Home Page: http://homepage.mac.com/chrishuff/
> >> POV-Ray TAG e-mail: chr### [at] povrayorg
> >> POV-Ray TAG web site: http://tag.povray.org/
> >
> >
>
>
>
>
>
>
>
>


Post a reply to this message

From: Anoop Kumar
Subject: Re: round edges_ & Brick Arch_& Striscia
Date: 23 May 2001 10:42:23
Message: <3b0bcc4f@news.povray.org>
Hi,

>It's a dead link but with some searching I think I've got it. it's quite
old,
Yes, sorry. The correct link seems to be (I think)
http://members.nbci.com/_XMCM/dvarrazzo/striscia/stri101.zip
I hope it is of help. By the way, there are some bugs - not in the macros,
but in the documents - minor ones; but if you get stuck do tell me. Or the
author - he's *very* helpful.
Also the method for making it into a solid mesh (you need Megapov for this)
is :
... mesh{Striscia{TRIANGLES}
    Diaframma{TRIANGLES, 0}
    Diaframma{TRIANGLES, gPathLength}
    inside_vector<*vec*>
    Texture {myTex}
   }
-- All these come right at the end where you usually have
object{Striscia}...etc. The Diaframma (caps) are a must if using for csg.
It's a lovely program if you persist with it (The 1000 & 1 declarations are
a bit off-putting;-))Good Luck with it. Who knows, enough people showing an
interest in it may encourage Dvarazzo to develop it even further.

Anoop


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.