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Hi
Im new to POVRAY.
I want to make an oval shape ( a bit like a rugby ball )
then mirror it, finishing with translation etc...
My problem is how do I go about doing the oval first. Any alteration to the
sphere? or is it something completely different?
Any help will be greatly appreciated. Tutorials?
regards
King George
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"King George" <kin### [at] seychellessc> schreef in bericht
news:web.47a6c160f58dad54ea4905ab0@news.povray.org...
> Hi
> Im new to POVRAY.
> I want to make an oval shape ( a bit like a rugby ball )
> then mirror it, finishing with translation etc...
> My problem is how do I go about doing the oval first. Any alteration to
> the
> sphere? or is it something completely different?
> Any help will be greatly appreciated. Tutorials?
>
A warm welcome to the world of POV-Ray!!
Basically, an oval shape is very easy by scaling a sphere:
sphere {
<0, 1, 0>, 0.5
scale <1, 1.5, 1>
}
In this example, an oval object oriented along the y-axis is made.
Be aware that transformations in POV-Ray are always done from/at the origin
and in the order scale-rotate-translate. So, if you translate before you
scale or rotate, your object will not be where you expect it to be. Before
all else, read carefully the documentation and do the tutorial examples
provided. It is the best way to start using POV-Ray. And of course, cry for
help when necessary :-)
Thomas
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"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> "King George" <kin### [at] seychellessc> schreef in bericht
> news:web.47a6c160f58dad54ea4905ab0@news.povray.org...
> > Hi
> > Im new to POVRAY.
> > I want to make an oval shape ( a bit like a rugby ball )
> > then mirror it, finishing with translation etc...
> > My problem is how do I go about doing the oval first. Any alteration to
> > the
> > sphere? or is it something completely different?
> > Any help will be greatly appreciated. Tutorials?
> >
>
> A warm welcome to the world of POV-Ray!!
>
> Basically, an oval shape is very easy by scaling a sphere:
>
> sphere {
> <0, 1, 0>, 0.5
> scale <1, 1.5, 1>
> }
>
> In this example, an oval object oriented along the y-axis is made.
>
> Be aware that transformations in POV-Ray are always done from/at the origin
> and in the order scale-rotate-translate. So, if you translate before you
> scale or rotate, your object will not be where you expect it to be. Before
> all else, read carefully the documentation and do the tutorial examples
> provided. It is the best way to start using POV-Ray. And of course, cry for
> help when necessary :-)
>
> Thomas
Hi Thomas,
MERSI BOKOU ;) THANKS A LOT:) That realy help. I am actualy going thru the tuts.
But I had this idea that I want to try out, maybe one day I'll post it.
Once again THANKS.
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On Tue, 5 Feb 2008 05:45:10 EST, "King George" <kin### [at] seychellessc>
wrote:
>
>Hi Thomas,
>MERSI BOKOU ;) THANKS A LOT:) That realy help. I am actualy going thru the tuts.
>But I had this idea that I want to try out, maybe one day I'll post it.
>Once again THANKS.
>
>
Welcome too,
Now that you know the easy way here is a method using another object, the SOR or
Surface Of Revolution.
I generally like a bit more of a point to my ovoids so here is the code I used
and for comparison I'll post an image of the scene in p.b.i. The more yellower
object is the scaled sphere and the other is the SOR.
BTW While I was playing with it I found a bug in my modeller, thanks.
sor {
13
< 1.000, 0.000 >
< 0.988, 0.156 >
< 0.951, 0.309 >
< 0.891, 0.454 >
< 0.809, 0.588 >
< 0.707, 0.707 >
< 0.588, 0.809 >
< 0.454, 0.891 >
< 0.309, 0.951 >
< 0.220, 0.982 >
< 0.109, 1.003 >
< 0.000, 1.015 >
< 0.000, 1.176 >
sturm
texture{ Gold_Nugget }
scale <0.650764,1.430785,0.650764>
translate <0.000000,-0.223000,0.000000>
}
#declare Gold_Nugget =
texture {
pigment {
color rgbft <0.5,0.35,0.25,0,0>
}
normal {
agate, 0.2
agate_turb 0.5
}
finish {
ambient rgb <0.1,0.1,0.1>
brilliance 1.5
crand 0
diffuse 0.65
metallic 1
phong 0
phong_size 40
specular 0.85
roughness 0.01
reflection {
rgb <0.45,0.45,0.45>, rgb <0.45,0.45,0.45>
fresnel 0
falloff 0
exponent 1
metallic 0
}
}
}
Regards
Stephen
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