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G=
R/ //all below is calculated then divided into R
( //D
( //C
sin(R^2+y)/ //third
( //B
cos(phi)* //second
( //A
sqrt(phi*z) //first, due to being deepest enclosed part
) //A
) //B
) //C
) //D
You had a missing parenthesis after "sin", typo? Other than that I'm
clueless, I always surround everything I can with parenthesis when in
doubt about which will get applied first, second, etc. Doing as I did here
shows how the parts go together, like I often do when writing any other
statement out. Although here I've labeled it all too.
The following URL was interesting to find, has a link to the POV-Ray
Online
Tutorial amid some other mathematical links.
http://tqd.advanced.org/teacherscorner/geometry.html
http://home.pacbell.net/tylereng/links.htm#Math
In the same search I got the Ken Tyler links web page, above.
Hope I've done the example correctly, even if absurd; who's next to step
in and show the way? (and greatly more qualified to do so)
Psychomek wrote:
>
> Is there ANY tutorials about how to map out mathematical equations in
> povray?
> Like G=R/((sin R^2+y)/(cos(phi)*(sqrt(phi*z)))) {I think this equation
> is right had to convert from proper format to linear format and i took
> part of the equation form My Electronic Math book from college} please
> if anyone can help please do so!
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto://inversez@aol.com?Subject=PoV-News
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Psychomek wrote:
>
> Is there ANY tutorials about how to map out mathematical equations in
> povray?
> Like G=R/((sin R^2+y)/(cos(phi)*(sqrt(phi*z))))
[ ... ]
Well, I don't know of a tutorial, and this reply is sure not meant to
be one, but you could make, as a most straightforward possibility,
a 'landscape' with z and y being coordinates on a plane and the
resulting value of G being used to give the height above the
plane. then you could put a little sphere there (at <y,G,z>)
Do this for enough y,z pairs and you have a 'G landscape'. or
make the 'G landscape' over a R, phi plane.
A problem you will have to solve is that your formula appears to
define a 4-d landscape so you will have to do something with
two of R,phi,z,y like hold them at a constant value (eg R=1, phi=1)
while letting the other two vary.
What I am describing would look something like this in your
scene file:
#declare z=1; // will be held constant
#declare y=1; // " " " "
#declare R=0;
union{
#while (R < 2)
#declare phi=0;
#while(phi<=2*pi)
#declare G=R/((sin (R^2+y))/(cos(phi)*(sqrt(phi*z))));
sphere {<R*cos(phi),G,R*sin(phi)>, .1}
#declare phi=phi+.02;
#end
#declare R=R+.02;
#end
pigment{Yellow}
}
Be aware that I just pulled the numbers out of my, uhm, ear
and they have no significance or pretense at being appropriate.
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