|
|
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
|
|
|
|
"-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.
Post a reply to this message
|
|
|
|
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
Post a reply to this message
|
|