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"Tom Melly" <pov### [at] tomandlu co uk> wrote:
> "busabus" <nomail@nomail> wrote in message
> news:web.4194a37fc3889db3abbc0b2f0@news.povray.org...
>
> > and it's bugging me. I know I could create it by calculating the points
> > and putting them into a mesh, but there must be a simpler way of getting
>
> The more I think about this the more I think a mesh is the way to go.
>
> Not really that hard - build your mesh using a macro.
Thanks to everyone for their help on this. I ended up going down the
intersection route by cutting a cube into what I'd call a sloped three
sided pyramid, then squashing it, copying it, squashing that and copying
that.
#include "glass.inc"
camera { location <-2, 0, -4> look_at <0, 0, 0> angle 40}
background { color rgb 1 }
light_source {<5,5,-5> colour rgb 1}
#declare starGlass =
texture {
pigment{rgbf <1,1,0,0.8>}
finish {F_Glass9}
}
#declare facet =
difference {
box {<-0.5001,0.5001,0.5001> <0.5001,-0.5001,-0.5001>}
object {
plane {z,0}
rotate <45,0,0>
}
object {
plane {x,0}
rotate <0,0,-45>
}
translate <-0.5,0.5,-0.5>
scale<0.5,1,0.5>
rotate<0,-45,0>
}
#declare point =
merge {
#declare i=1;
#while(i<=4)
object{facet
rotate<0,90*i,0>
translate<0,0,0>
}
#declare i=i+1;
#end
scale<0.75,1,0.5>
}
merge{
#declare i=1;
#while(i<=5)
object{point
rotate<0,0,72*i>
}
#declare i=i+1;
#end
texture {starGlass}
interior {I_Glass1}
photons {
target
refraction on
reflection on
}
}
If anyone's got some comments on this code then please feel free. Also
suggestions on getting the gem to sparkly a bit and not look like crap I
would be grateful for.
Cheers
Daniel
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