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I've tried to get a "solid" result when doing an intersection with a
cone and a cylinder (see code below). I'm trying to make a castle
tower: cylindrical with a tapered lower part. Unfortunately, when I
render the object I get a hollowed out result. That's really not what I
want. Can anyone tell me what I'm doing wrong? Or is this a bug in
POVRAY?
Thanks,
Patrick Hagerty
pat### [at] hagwarecom
intersection
{
cylinder { <0, -2, 0>, <0, 2, 0>, 1 }
cone { <0, -2, 0>, 0, <0, 2, 0>, 2 }
texture
{
White_Marble
}
}
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Looks like you need an 'inverse' keyword either in the intersection part or
the cone part.
'difference' may be better suited to this anyhow though, 'inverse' would still
be needed. An intersection is the surface interaction zone, based upon the
"last" primitive in the list; where-as difference cuts away non-interactive
zones of all other primitives other than the first listed (kind of opposite
but not entirely so).
The inside of your cone here is wanted for the interaction, thus 'inverse'
would do.
Message <36324568.2CF63BC9@hagware.com>, Patrick Hagerty typed...
>
>I've tried to get a "solid" result when doing an intersection with a
>cone and a cylinder (see code below). I'm trying to make a castle
>tower: cylindrical with a tapered lower part. Unfortunately, when I
>render the object I get a hollowed out result. That's really not what I
>want. Can anyone tell me what I'm doing wrong? Or is this a bug in
>POVRAY?
>
>Thanks,
>Patrick Hagerty
>pat### [at] hagwarecom
>
>
>
>intersection
>{
> cylinder { <0, -2, 0>, <0, 2, 0>, 1 }
> cone { <0, -2, 0>, 0, <0, 2, 0>, 2 }
>
> texture
> {
> White_Marble
> }
>}
>
>
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.html
=Bob
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Thanks. I had tried using 'inverse', but I apparently put it in the
wrong place(s). Upon your suggestion I made several more attempts
experimenting with where I put the 'inverse' and eventually got what I
expected to get.
Patrick Hagerty
pat### [at] hagwarecom
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