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4 Aug 2024 02:18:55 EDT (-0400)
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From: Stephen McAvoy
Subject: Re: "Loop-the-loop"
Date: 2 Oct 2003 14:18:04
Message: <muqonv0jdm9v73g2t5gpp02n7auk4sq9mn@4ax.com>
On 2 Oct 2003 13:53:53 -0400, None <Non### [at] onca> wrote:

>Anyone know the best (i.e. fastest rendering) way to make a seamless "loop-
>the-loop" track?
A bit more detail would help:-}


Regards
        Stephen


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From: Tom Melly
Subject: Re: "Loop-the-loop"
Date: 2 Oct 2003 17:16:25
Message: <3f7c95a9$1@news.povray.org>
"None" <Non### [at] onca> wrote in message
news:Xns### [at] 204213191226...
> Anyone know the best (i.e. fastest rendering) way to make a seamless
"loop-
> the-loop" track?

If you just mean repeating a series of images, then I would assume that you
would be better off looping them in an external application, rather than
waste rendering time producing identical bitmaps.

Beyond that, what John and Steve said.


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From: -s0da-
Subject: Re: "Loop-the-loop"
Date: 2 Oct 2003 18:31:51
Message: <3f7ca757$1@news.povray.org>
I'm pretty sure this person meant a loop-the-loop as in
a track that goes in a loop.  i.e.  flips over.

Like the old electronic cars we had as kids?  on the
race-track?  with the triggers that would speed it up.

It would get to a point where it would go up...up...up
and around in a circle, upside down at one point?

some people call that a loop-the-loop, or loop-de-loop.

i.e.  from the side:   ___.O.____


"Tom Melly" <fam### [at] tomandlucouk> wrote in message
news:3f7c95a9$1@news.povray.org...
> "None" <Non### [at] onca> wrote in message
> news:Xns### [at] 204213191226...
> > Anyone know the best (i.e. fastest rendering) way to make a seamless
> "loop-
> > the-loop" track?
>
> If you just mean repeating a series of images, then I would assume that
you
> would be better off looping them in an external application, rather than
> waste rendering time producing identical bitmaps.
>
> Beyond that, what John and Steve said.
>
>


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From: -s0da-
Subject: Re: "Loop-the-loop"
Date: 2 Oct 2003 18:38:53
Message: <3f7ca8fd$1@news.povray.org>
If I'm right, you want to make a race track type loop?  up up up and around?

if so, a simple bezier patch might work.  If you use Moray, it has a
totorial
on how to make bezier patches...and in the tutorial, they show you how to
twist one into a twisted ribbon type shape.  If the array was big enough
length
wise, and you played with it enough, I'm pretty sure you could get a loop,
instead
of just a twisting ribbon.

might want to download the software (if you don't already have it), and
check it out.

http://www.stmuc.com/moray/

"None" <Non### [at] onca> wrote in message
news:Xns### [at] 204213191226...
> Anyone know the best (i.e. fastest rendering) way to make a seamless
"loop-
> the-loop" track?


Post a reply to this message

From: None
Subject: Re: "Loop-the-loop"
Date: 2 Oct 2003 19:09:49
Message: <Xns9408C2E0E6452None@204.213.191.226>
John VanSickle <evi### [at] hotmailcom> wrote in 
news:3F7C6B47.A91B0772@hotmail.com:

Thanks John, I'm sorry I didn't explain what "loop-the-loop" track is.  
sOda figured me out, I meant a track loop, like in a roller coaster loop or 
actually more like the old "Hot Wheels" miniature car plastic track loops.


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From: None
Subject: Re: "Loop-the-loop"
Date: 2 Oct 2003 19:10:28
Message: <Xns9408C2FD13A0None@204.213.191.226>
Stephen McAvoy <McA### [at] aolcom> wrote in
news:muqonv0jdm9v73g2t5gpp02n7auk4sq9mn@4ax.com: 

> A bit more detail would help:-}

Good point, sOda figured me out though.


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From: None
Subject: Re: "Loop-the-loop"
Date: 2 Oct 2003 19:13:41
Message: <Xns9408C388D20E7None@204.213.191.226>
"-s0da-" <ske### [at] msncom> wrote in news:3f7ca757$1@news.povray.org:

> I'm pretty sure this person meant a loop-the-loop as in
> a track that goes in a loop.  i.e.  flips over.

Yes, exactly!  Also like they used to have with "Hot Wheels" miniature car, 
a plastic track loop.  You let go of the car from the top of the track, it 
goes down and "loops the loop" without falling and continues down the 
track.


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From: None
Subject: Re: "Loop-the-loop"
Date: 2 Oct 2003 19:21:43
Message: <Xns9408C4E5AFDEDNone@204.213.191.226>
"-s0da-" <ske### [at] msncom> wrote in
news:3f7ca8fd$1@news.povray.org: 

> If I'm right, you want to make a race track type loop?  up up up and
> around? 

Yup, a race track loop, exactly.
 
> if so, a simple bezier patch might work.  If you use Moray, it has a
> totorial
> on how to make bezier patches...and in the tutorial, they show you how
> to twist one into a twisted ribbon type shape.  If the array was big
> enough length
> wise, and you played with it enough, I'm pretty sure you could get a
> loop, instead
> of just a twisting ribbon.
> 
> might want to download the software (if you don't already have it),
> and check it out.
> 
> http://www.stmuc.com/moray/

Ok, thanks, I don't have Moray.  I'll check it out, but I think it's 
shareware.  I'll see if I can make a bezier patch mathematically first.


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From: Remco de Korte
Subject: Re: "Loop-the-loop"
Date: 2 Oct 2003 20:07:42
Message: <3F7CBD45.2D19A830@onwijs.com>
None wrote:
> 
> "-s0da-" <ske### [at] msncom> wrote in news:3f7ca757$1@news.povray.org:
> 
> > I'm pretty sure this person meant a loop-the-loop as in
> > a track that goes in a loop.  i.e.  flips over.
> 
> Yes, exactly!  Also like they used to have with "Hot Wheels" miniature car,
> a plastic track loop.  You let go of the car from the top of the track, it
> goes down and "loops the loop" without falling and continues down the
> track.

A mesh would be fairly easy to set up. Something like this:

#declare step=10;

#declare loop=union{

  box{<-3,-10,0><-1,-11,10>}
  box{<1,-10,-10><3,-11,0>}
  
  mesh{
    #declare p1a=<-3,-10,0>;
    #declare p2a=<-1,-10,0>;
    #declare p3a=<-1,-11,0>;
    #declare p4a=<-3,-11,0>;
  
    #declare p1=p1a;
    #declare p2=p2a;
    #declare p3=p3a;
    #declare p4=p4a;
    
    #declare tt=0;#while(tt<=360)
  
      #declare p1b=p1; 
      #declare p2b=p2; 
      #declare p3b=p3; 
      #declare p4b=p4; 
  
      #declare p1=vrotate(p1a,<tt,0,0>)+<tt/90,0,0>;
      #declare p2=vrotate(p2a,<tt,0,0>)+<tt/90,0,0>;
      #declare p3=vrotate(p3a,<tt,0,0>)+<tt/90,0,0>;
      #declare p4=vrotate(p4a,<tt,0,0>)+<tt/90,0,0>;
  
      triangle{p1,p1b,p2}
      triangle{p2,p2b,p1b}
      triangle{p3,p3b,p4}
      triangle{p4,p4b,p3b}
      triangle{p1,p1b,p4}
      triangle{p4,p4b,p1b}
      triangle{p2,p2b,p3}
      triangle{p3,p3b,p2b}

  
    #declare tt=tt+step;#end
  }
  
  pigment{rgb 1}
}
  

You could add all sorts of details this way, simply by adding points and
triangles. 
BTW This looks a bit blocky, for test versions, but you can lower the
value of step to get a smoother result.

Remco


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From: None
Subject: Re: "Loop-the-loop"
Date: 2 Oct 2003 23:55:54
Message: <Xns9408F3611863FNone@204.213.191.226>
Remco de Korte <rem### [at] onwijscom> wrote in
news:3F7CBD45.2D19A830@onwijs.com: 

> A mesh would be fairly easy to set up. Something like this:
> [...]

Wow, cool! that looks very nice!  Thanks!  I should be able to use 
smooth_triangle{} using your technique for the perpendicular normal (or 
perhaps pointing the normal to the center will ensure that the loop would 
keep a rolling ball on track?)


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