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Am not really a newbie, thought I had CSG sussed. However !!!
Can not see the reason I get a hollow object from the following code. See
attached picture
All help appreciated
Bob
#############################################################################
#version 3.6;
#include "colors.inc"
global_settings { assumed_gamma 1.0}
// ----------------------------------------
#local cam_type = "t";
#if (strcmp(cam_type, "f") = 0) // f = from front
#local cam_location = <0.0, 0.5, -3.0>;
#local cam_look_at = <0.0, 0.5, 0.0>;
#end
#if (strcmp(cam_type, "t") = 0) // t = from top
#local cam_location = <0.0, 4.5, -0.1>;
#local cam_look_at = <0.0, 0.0, 0.0>;
#end
camera {
direction 1.5*z
right x*image_width/image_height
location cam_location
look_at cam_look_at
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
plane { y, 0
pigment { checker
pigment { color rgb <0.7,0.0,0.0> }
pigment { color rgb <1.0,1,1> } }
}
light_source {<0, 0, 0> color rgb <1, 1, 1> translate <-0.1, 100, -0.2>}
light_source {<0, 0, 0> color rgb <1, 1, 1> translate <-5, 5, -0.2>}
// -------------------------------------------------------------------
intersection {
cylinder { <0, -1, 0>, <0, 1, 0>, 1 translate -0.5*x }
cylinder { <0, -1, 0>, <0, 1, 0>, 1 translate 0.5*x }
pigment { Yellow }
}
############################################
Post a reply to this message
Attachments:
Download 'tst2_top.jpg' (16 KB)
Preview of image 'tst2_top.jpg'
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Bob Frew napsal(a):
> Am not really a newbie, thought I had CSG sussed. However !!!
> Can not see the reason I get a hollow object from the following code. See
> attached picture
> All help appreciated
> Bob
>
> #############################################################################
> #version 3.6;
> #include "colors.inc"
> global_settings { assumed_gamma 1.0}
> // ----------------------------------------
> #local cam_type = "t";
> #if (strcmp(cam_type, "f") = 0) // f = from front
> #local cam_location = <0.0, 0.5, -3.0>;
> #local cam_look_at = <0.0, 0.5, 0.0>;
> #end
> #if (strcmp(cam_type, "t") = 0) // t = from top
> #local cam_location = <0.0, 4.5, -0.1>;
> #local cam_look_at = <0.0, 0.0, 0.0>;
> #end
> camera {
> direction 1.5*z
> right x*image_width/image_height
> location cam_location
> look_at cam_look_at
> }
>
> sky_sphere {
> pigment {
> gradient y
> color_map {
> [0.0 rgb <0.6,0.7,1.0>]
> [0.7 rgb <0.0,0.1,0.8>]
> }
> }
> }
> plane { y, 0
> pigment { checker
> pigment { color rgb <0.7,0.0,0.0> }
> pigment { color rgb <1.0,1,1> } }
> }
> light_source {<0, 0, 0> color rgb <1, 1, 1> translate <-0.1, 100, -0.2>}
> light_source {<0, 0, 0> color rgb <1, 1, 1> translate <-5, 5, -0.2>}
> // -------------------------------------------------------------------
> intersection {
> cylinder { <0, -1, 0>, <0, 1, 0>, 1 translate -0.5*x }
> cylinder { <0, -1, 0>, <0, 1, 0>, 1 translate 0.5*x }
> pigment { Yellow }
> }
>
> ############################################
>
>
>
Make one of the cylinders slightly longer. POVray does not know how to
handle coincident surfaces. This is a common problem of all or nearly
all raytracers.
Post a reply to this message
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Surprising the difference 0.00001 makes.
I knew about that for punching holes through objects, but I didn't for
intersection.
Many thanks. Bob
"Jan Dvorak" <jan### [at] centrumcz> wrote in message
news:480a2d1c@news.povray.org...
> Bob Frew napsal(a):
>> Am not really a newbie, thought I had CSG sussed. However !!!
>> Can not see the reason I get a hollow object from the following code. See
>> attached picture
>> All help appreciated
>> Bob
>>
>> #############################################################################
>> #version 3.6;
>> #include "colors.inc"
>> global_settings { assumed_gamma 1.0}
>> // ----------------------------------------
>> #local cam_type = "t";
>> #if (strcmp(cam_type, "f") = 0) // f = from front
>> #local cam_location = <0.0, 0.5, -3.0>;
>> #local cam_look_at = <0.0, 0.5, 0.0>;
>> #end
>> #if (strcmp(cam_type, "t") = 0) // t = from top
>> #local cam_location = <0.0, 4.5, -0.1>;
>> #local cam_look_at = <0.0, 0.0, 0.0>;
>> #end
>> camera {
>> direction 1.5*z
>> right x*image_width/image_height
>> location cam_location
>> look_at cam_look_at
>> }
>>
>> sky_sphere {
>> pigment {
>> gradient y
>> color_map {
>> [0.0 rgb <0.6,0.7,1.0>]
>> [0.7 rgb <0.0,0.1,0.8>]
>> }
>> }
>> }
>> plane { y, 0
>> pigment { checker
>> pigment { color rgb <0.7,0.0,0.0> }
>> pigment { color rgb <1.0,1,1> } }
>> }
>> light_source {<0, 0, 0> color rgb <1, 1, 1> translate <-0.1, 100, -0.2>}
>> light_source {<0, 0, 0> color rgb <1, 1, 1> translate <-5, 5, -0.2>}
>> // -------------------------------------------------------------------
>> intersection {
>> cylinder { <0, -1, 0>, <0, 1, 0>, 1 translate -0.5*x }
>> cylinder { <0, -1, 0>, <0, 1, 0>, 1 translate 0.5*x }
>> pigment { Yellow }
>> }
>>
>> ############################################
>>
>>
>>
> Make one of the cylinders slightly longer. POVray does not know how to
> handle coincident surfaces. This is a common problem of all or nearly all
> raytracers.
Post a reply to this message
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