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On Thu, 15 May 2003 20:05:22 +0200, Christoph Hormann <chr### [at] gmx de>
wrote:
>#declare fn_rotated=
> function {
> fn_original(
> x*cos(Angle)+y*sin(Angle),
> -x*sin(Angle)+y*cos(Angle), z
> )
> }
>
>therefore twisting would be something like:
>
>#declare fn_twisted=
> function {
> fn_original(
> x*cos(AngleFactor*z)+y*sin(AngleFactor*z),
> -x*sin(AngleFactor*z)+y*cos(AngleFactor*z), z
> )
> }
writing both as:
#declare fn_rotated=
function(x,y,z,Angle) {
...
}
#declare fn_twisted=
function(x,y,z,AngleFactor) {
...
}
gives variable deforming along axis but calculations will be probably slower.
ABX
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On Thu, 15 May 2003 19:17:00 +0200, ABX <abx### [at] abx art pl> wrote:
> are
> you asking if it is possible to apply "warping" deformations to mesh builded
> with method described in this thread?
http://news.povray.org/povray.binaries.images/13547/91145/chevy1.jpg
ABX
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"Gilles Tran" <tra### [at] inapg inra fr> wrote in
news:3ec3c92a$1@news.povray.org:
...
> Just wondering: is it possible to "warp" a rounded box (bending,
> shearing, twisting...) or another shape? Simple surface displacement
> can be done using the formula above, but I've not been able to create
> more drastic deformations.
The shape in this animation;
http://news.povray.org/povray.binaries.animations/31252/
http://home.no/t-o-k/povray/Quadrivariate_NURBS_Deformation.m1v
(The one on my homepage is of better quality.)
- does not have to be a "cube", it can be any mesh shape you want.
So a lot of different mesh deformations are possible by using
vector valued trivariate NURBS.
Tor Olav
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