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4 Nov 2024 23:19:15 EST (-0500)
  a table base and having problems with modelling (Message 1 to 2 of 2)  
From: Wade
Subject: a table base and having problems with modelling
Date: 6 Sep 2001 18:24:36
Message: <3b97f7a4$1@news.povray.org>
I'm trying  to make a small round wooden table. I seem made the base too
tall because I used intersection. this is my test code only.  here's the
code:

#include "colors.inc"

background {color White}

light_source{
 0*x
 color White*1.1
 area_light
 <8,0,0> <0,0,8>
 8, 8
 adaptive 0
 jitter
 translate <40,180,40>
}

camera {
location <0,0,11>
look_at 0
angle 40
}


union {
 intersection{
  // Capped Cylinder, closed [or open ended]
// cylinder { <END1>, <END2>, RADIUS [open] }
//  END1 = coord of one end of cylinder
//  END2 = coord of other end
// RADIUS = size of cylinder
// open = if present, cylinder is hollow, else capped
cylinder
{
  0*y,  .5*y,  4
  // open
}
// Capped Cylinder, closed [or open ended]
// cylinder { <END1>, <END2>, RADIUS [open] }
//  END1 = coord of one end of cylinder
//  END2 = coord of other end
// RADIUS = size of cylinder
// open = if present, cylinder is hollow, else capped
cylinder
{
  0*y,  1.5*y,  .5
  // open
}
}
texture {
 pigment {color Blue}
}
}

My second question is: how do I model a winged-back chair?  can I model it
just using code?  I ask this because I'm disabled.

Wade


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From: Warp
Subject: Re: a table base and having problems with modelling
Date: 6 Sep 2001 18:58:37
Message: <3b97ff9d@news.povray.org>
Wade <Zav### [at] aolcom> wrote:
: My second question is: how do I model a winged-back chair?

  Perhaps the easiest way of modelling things like chairs for a beginner is
to use properly sized boxes (eg. one flat box is the seat, four long boxes
form the feet and so on). Better get accustomed with POV-Ray coordinate
system and modelling with simple primitives before even trying to model
smooth objects (which is difficult even for the pros).
  Here is an example of a simple chair made of boxes:


camera { location <-10,20,-30>/3 look_at 0 angle 35 }
light_source { <100,200,-300>, 1 }
plane { y,-2 pigment { checker rgb 1, rgb .5 } }

#declare Chair =
  union
  { box { <-1,0,-1><1,.2,1> translate y*2 }
    box { <-.1,0,-.1><.1,2,.1> translate <-.8,0,-.8> }
    box { <-.1,0,-.1><.1,2,.1> translate < .8,0,-.8> }
    box { <-.1,0,-.1><.1,2,.1> translate <-.8,0, .8> }
    box { <-.1,0,-.1><.1,2,.1> translate < .8,0, .8> }
    box { <-.08,0,-.08><.08,2,.08> translate <-.7,1.8,.9> }
    box { <-.08,0,-.08><.08,2,.08> translate < .7,1.8,.9> }
    box { <-1,0,0><1,1,-.1> translate <0,3,.9> }
  }

object
{ Chair
  pigment { rgb <.8,.6,.4> }
  rotate y*-20
  translate -y*2
}


-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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