POV-Ray : Newsgroups : povray.general : math bonehead part 2 Server Time
5 Aug 2024 08:27:42 EDT (-0400)
  math bonehead part 2 (Message 1 to 2 of 2)  
From: Blane Bizzaro
Subject: math bonehead part 2
Date: 11 Oct 2002 12:42:36
Message: <3da6fea0.188492166@news.povray.org>
If the radius of the sphere is is .25 then I multiply the clock by 4
because  .25 is 1/4 of 1! This works (I think I'm answering my own
question), but I still don't know how to reproduce the algorythm that
synchronizes the radius of the sphere with the distance traveled.


object {sphere {<0,0,0>0.25
        texture {pigment {checker color White color <.1, .6, .5>
/*scale 0.25*/}
           finish { ambient 0 diffuse 1 phong 1 phong_size 80}}
                 rotate <0, 0, -clock*360*4>
      translate <-pi, 0.25, 0>
      translate <2*pi*clock, 0, 0>}
       
            }


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From: Greg M  Johnson
Subject: Re: math bonehead part 2
Date: 11 Oct 2002 15:26:55
Message: <3da725ff$1@news.povray.org>
#declare RADIUS= 2; //or whatever
#declare ROTATION_SPEED= 3; //or whatever
#declare ROLL_VECTOR=<1,0,0>;

sphere {<0,0,0>,RADIUS
 texture{ pigment{bozo}}
 rotate vnormalize(vcross(y,ROLL_VECTOR))*ROTATION_SPEED*clock*360/2/pi
 translate RADIUS*y +RADIUS*ROTATION_SPEED*clock*vnormalize(ROLL_VECTOR)
 }

light_source {
    <2, 10, -23>
    color rgb 1
  }

camera {
   location <1, 0.5, -8>
   look_at <-0,0,0>
   angle 60//60
}


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