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From: Stephen
Subject: Re: cutting irregular holes?!
Date: 14 Sep 2004 09:00:01
Message: <web.4146ea25732004dc71087b900@news.povray.org>
"frozen" <fro### [at] thefrozenno-ipcom> wrote:
> Hi!
>

> First I should mention, that I use Moray a lot. So if it is possible,
> pleeeaaaase (!) give hints, that work with this program! ;-)
>
> Using a CSG to cut a box-shaped window is no problem. But what kind
> of shape can be used to build the desired arched window AND is usable in a
> CSG? Using a mesh for example leads to an parsing error, since meshes
> aren't allowed in CSGs.
>
> Thanks for your help!
>


out. It might be better to ask Moray questions in the Moray Newsgroups.
Sorry I cannot tell you exactly which one to use but I am not at a machine
with Moray installed on it.

Stephen


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From: frozen
Subject: Re: cutting irregular holes?!
Date: 14 Sep 2004 09:25:01
Message: <web.4146f074732004dc1f09a3bc0@news.povray.org>
"Stephen" <mca### [at] hotmailcom> wrote:

> out. It might be better to ask Moray questions in the Moray Newsgroups.
> Sorry I cannot tell you exactly which one to use but I am not at a machine
> with Moray installed on it.
>
> Stephen

First: Many thanks for your answer!

You missunderstand me, if you think, I want a specialized Moray-answer. I
just want to know, how something like the desired effect can be done in
general. If possible (and only then) I would try to perform this with
Moray. If not, I have to try without it. Since I ain't trained very well in
"thinking 3d" this is very hard for me, which is why i prefer something,
which can be done with Moray, like the CSGs mentioned above.

The "sweeps" Moray creates ain't "real" sweeps but objects of many many
triangles, a mesh I think. So they unfortunately can't be used in CSGs.
Well, this is what I found out until now.. Maybe I'm wrong.

Please tell me, if this question should be a new topic:
Is it an acceptable way to model some complex things in Moray and use the
created code to put the scene together in Povray itself? So that only some
translations need to be done in Povray code or maybe in a few cases the
points created in Moray could be hints for modeling it with Povray code
using a "real" sweep for example? For me this seems to be a good idea but
maybe someone can tell me, that it isn't?

Again thanks a lot for your kind answers!

frozen


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From: GreyBeard
Subject: Re: cutting irregular holes?!
Date: 14 Sep 2004 10:16:00
Message: <4146fd20$1@news.povray.org>
"frozen" <fro### [at] thefrozenno-ipcom> wrote in message
news:web.41469d9a89bd8e201f09a3bc0@news.povray.org...
> Hi!
> I try to build a medieval building using a photo of a real castle as
> reference. Right now I'm stuck at "cutting" the windows into it. I used a
> large box for the building itself. Now I need to cut the windows into it,
> and so I thought I could use a difference CSG. But the windows have a
> shape, which is different from a box or sphere or anything like this. They
> somehow look like a box in the lower part with two archs building the
upper
> part. Using a CSG to cut a box-shaped window is no problem. But what kind
> of shape can be used to build the desired arched window AND is usable in a
> CSG? Using a mesh for example leads to an parsing error, since meshes
> aren't allowed in CSGs.
>
The arch macros by Bonsai might be what you're looking for, sorry, couldn't
find the URL, maybe someone has it and will be kind enough to post it.
Arched holes can be cut with difference and a scaled cylinder if your needs
are relatively simple in shape.

Greybeard


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From: frozen
Subject: Re: cutting irregular holes?!
Date: 14 Sep 2004 11:25:01
Message: <web.41470cb7732004dc1f09a3bc0@news.povray.org>
"GreyBeard" <r.b### [at] sbcglobalnet> wrote:
> The arch macros by Bonsai might be what you're looking for, sorry, couldn't
> find the URL, maybe someone has it and will be kind enough to post it.
> Arched holes can be cut with difference and a scaled cylinder if your needs
> are relatively simple in shape.
>
> Greybeard

Hi!

Correct me, if I'm wrong, but it seems impossible to create archs with a
sharp upper end? I mean: It somehow looks like the intersection of a
cylinder and a box, as you also suggest. This doesn't exactly do, what I
want (sorry if my poor english made me explain it in a way that is not
understandable). The first answer I received used two cylinders and a box
and did exactly what was required. I tried to do this with Moray and it
works..

Thanks for your answer! I'm surprised how many people answer newbie
questions here! It's great!

Greetings,

frozen


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From: Stephen
Subject: Re: cutting irregular holes?!
Date: 14 Sep 2004 11:45:00
Message: <web.414710e8732004dc71087b900@news.povray.org>
"frozen" <fro### [at] thefrozenno-ipcom> wrote:

> You missunderstand me, if you think, I want a specialized Moray-answer. I
> just want to know, how something like the desired effect can be done in
> general. If possible (and only then) I would try to perform this with
> Moray. If not, I have to try without it. Since I ain't trained very well in
> "thinking 3d" this is very hard for me, which is why i prefer something,
> which can be done with Moray, like the CSGs mentioned above.
>
> The "sweeps" Moray creates ain't "real" sweeps but objects of many many
> triangles, a mesh I think. So they unfortunately can't be used in CSGs.
> Well, this is what I found out until now.. Maybe I'm wrong.
>


Try the translational sweep. I know Moray gives an Error message but accept

Polyray (?)
It works I just downloaded Moray to try it.


> Please tell me, if this question should be a new topic:
> Is it an acceptable way to model some complex things in Moray and use the
> created code to put the scene together in Povray itself? So that only some
> translations need to be done in Povray code or maybe in a few cases the
> points created in Moray could be hints for modeling it with Povray code
> using a "real" sweep for example? For me this seems to be a good idea but
> maybe someone can tell me, that it isn't?
>
That is what I do, especially for animations.

Stephen


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From: Jim Charter
Subject: Re: cutting irregular holes?!
Date: 14 Sep 2004 16:16:02
Message: <41475182$1@news.povray.org>
frozen wrote:

> Correct me, if I'm wrong, but it seems impossible to create archs with a
> sharp upper end?  
> 
Not impossible but I confess it was harder than I expected:

intersection {

         intersection {

                 union {
                         cylinder {
                           -1*z, 1*z, 1


                         }
                         box { <-1,-1,-1> <1,0,1>  }

                         translate x*-.30
                 }

                 union {
                         cylinder {
                           -1*z, 1*z, 1


                         }
                         box { <-1,-1,-1> <1,0,1>  }

                         translate x*.30
                 }

         }

         box { <-1.1,-1.1,-0.9> <1.1,2,0.9> }

         pigment {
              rgb 1
             }
}


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From: Slime
Subject: Re: cutting irregular holes?!
Date: 14 Sep 2004 16:29:14
Message: <4147549a$1@news.povray.org>
> Not impossible but I confess it was harder than I expected

More simply:

union {
 intersection {
  cylinder { // right roundedness
   -1*z, 1*z, 1
   translate -x*.3
  }
  cylinder { // left roundedness
   -1.0001*z, 1.0001*z, 1
   translate  x*.3
  }
 }

 box { <-.7,-1,-1> <.7,0,1>  } // square window area

 pigment {rgb 1}
}

 - Slime
 [ http://www.slimeland.com/ ]


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From: GreyBeard
Subject: Re: cutting irregular holes?!
Date: 14 Sep 2004 19:11:07
Message: <41477a8b$1@news.povray.org>
"frozen" <fro### [at] thefrozenno-ipcom> wrote in message
news:web.41470cb7732004dc1f09a3bc0@news.povray.org...
> "GreyBeard" <r.b### [at] sbcglobalnet> wrote:
> >
> Correct me, if I'm wrong, but it seems impossible to create archs with a
> sharp upper end? I mean: It somehow looks like the intersection of a
> cylinder and a box, as you also suggest. This doesn't exactly do, what I
> want (sorry if my poor english made me explain it in a way that is not
> understandable). The first answer I received used two cylinders and a box
> and did exactly what was required. I tried to do this with Moray and it
> works..
>
> Thanks for your answer! I'm surprised how many people answer newbie
> questions here! It's great!
>
I have done it by generating an arch, then clipping it in Y, but it's clumsy
and the keystone has to be generated separately.  There's probably some
better way to do it, but my math is especially weak in knowing how to define
things as required.

The strongest point about POV-Ray isn't the program itself, but the
fantastic amount of help that's available.  Almost anything you want to do
with it, someone has probably already written code and made it available,
usually as a freebie.  As I don't look for photo quality in my renders, just
something better than what I can get with a 3d CAD, I'm always pleased with
the results.  Others have proved that photo quality is possible, I might get
to that point, but I might also die first.

Time spent in browsing the utilities sections, links, will prove to cut the
workload dramatically.  Many thanks to those that have made the code
available.

Greybeard


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From: frozen
Subject: Re: cutting irregular holes?!
Date: 15 Sep 2004 13:30:00
Message: <web.41487bdd732004dc7d3d52eb0@news.povray.org>
"GreyBeard" <r.b### [at] sbcglobalnet> wrote:
> [...] There's probably some
> better way to do it, but my math is especially weak in knowing how to define
> things as required.

The math is one of my major problem when it comes to rendering.. This is one
of the most important things, I will have to learn...

> [...]
> Time spent in browsing the utilities sections, links, will prove to cut the
> workload dramatically.  Many thanks to those that have made the code
> available.
>
> Greybeard

I agree in that point! Thanks to everybody, who shares his work!
I think, I should spent much more time searching for helping code and tools!

Thanks to everybody who answered! I hope, that one day I will be able to
answer your questions.. ;-)

frozen


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From: Alain
Subject: Re: cutting irregular holes?!
Date: 20 Sep 2004 22:17:07
Message: <414f8f23@news.povray.org>
frozen nous apporta ses lumieres ainsi en ce 2004-09-14 05:59... :

>Dear Mike,
>
>thanks a lot for this hint! It is quite hard to do it this way with Moray,
>since it seems to have problems when the scene gets "full" (objects are
>invisible, if another object is behind (!) them).. But it works great, once
>it works! I hope, it is possible, to fill the cut area with some other CSGs
>and primitives, to build the window glass pieces... At these ages, it
>wasn't possible to create large glass pieces, to fill a complete window
>with one piece... I'm afraid, this will be my next question.
>
>I'm afraid, I will have to do my scene in pure Povray code, since I finished
>approx. 10% of it and Moray already has problems.. This might be the death
>of my idea.. :-(
>
>Thankful greetings,
>
>frozen
>
To fill up your window, I'd start with a simple box with a glass texture 
and ior, with possibly some normal perturbations. Then, I use narow and 
long boxes or cylinders to make the window's framework. Those can 
probably exeede the size of the window, as they'll be hiden inside the 
surrounding wall, unless you want to open the window.

Alain


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