POV-Ray : Newsgroups : povray.general : Problem: Text around/on a sphere, help me! : Re: Problem: Text around/on a sphere, help me! Server Time
31 Jul 2024 08:21:42 EDT (-0400)
  Re: Problem: Text around/on a sphere, help me!  
From: OpalPlanet
Date: 7 Jul 2007 21:20:02
Message: <web.46903b29c66f4ceb40f84dcd0@news.povray.org>
there's a guy in the binary group who has some cool txt on spheres, maybe it
would work for you? the thread is called  "RSOCP overkill"

Hope it helps-
OpalPlanet

"-_-==TheCa5e==-_-" <Kee### [at] hotmailcom> wrote:
> "Marc" <jac### [at] wanadoofr> wrote:

> > news: web.468ea0cec66f4ceba5ca18bf0@news.povray.org...
> > > Part of what I have so far,
> > I don't see any text or object-pattern here
> > But you create your sphere remote from origin.
> > You should create them at origin, texture them with text on top THEN
> > translate them :-)
> >
> > Marc
>
> tx for the reply, indeed i considered your suggestion. However, since the
> pov file was generated with the program PLATON using the crystal structure
> of the compound i made myself, the spheres of interest are not at the
> origen. In addition, most atoms (spheres) occur more then once in the
> scene. Therefore I was hoping to be able to write a general texture or
> pigment part for each type of sphere so I don't have to translate the text
> for all of them.
> I have tried something similar as performed in the folowing pov file:
>
http://csi.chemie.tu-darmstadt.de/ak/immel/script/redirect.cgi?filename=http://csi.chemie.tu-darmstadt.de/ak/immel/gr
ap
> hics/povray35/object_pattern.html
> or see below,
>
> but that didn't work. In here they made an text object and sticket that onto
> an cylinder. I was hoping to be able to something similar.
>
>
> global_settings {
> assumed_gamma 1
> max_trace_level 5
>
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.02
> count 50
>
> nearest_count 5
> error_bound 0.15
> recursion_limit 1
>
> low_error_factor .5
> gray_threshold 0.0
> minimum_reuse 0.015
> brightness 1
>
> adc_bailout 0.01/2
>
> }
> }
>
> camera {
> location <6, 3, 6>
> right (4/3)*x
> look_at <0,0.5,0>
> angle 36
> }
>
> light_source {
> <-3, 10, 18>
> color rgb <1.0, 0.9, 0.8>*2.4
> }
>
> sphere {
> <0, 0, 0>, 1
> texture {
> pigment {
> gradient y
> color_map {
> [0.0 color rgb < 1.0, 1.0, 1.0 >]
> [0.3 color rgb < 0.6, 0.7, 1.0 >]
> }
> }
> finish { diffuse 0 ambient 1 }
> }
> hollow on
> no_shadow
> scale 30000
> }
>
> #declare Tex_1=
> texture {
> pigment {
> color rgb 0.6
> }
> finish {
> ambient 0.0
> diffuse 0.6
> specular 0.15
> }
> }
>
> plane {
> y, 0
> texture { Tex_1 }
> }
>
> #declare Text_Obj=
> text {
> ttf
> "timrom.ttf",
> " POV-Ray 3.5",
> 12, 0.0
>
> scale 0.26
> translate -0.5
> rotate -90*z
> translate 0.5
> translate 0.8*y
> }
>
> #declare Tex_Metal_A=
> texture {
> pigment {
> gradient y
> color_map {
> [0.35 color rgb <0.65,0.2,0.1> ]
> [0.35 color rgb <0.15,0.2,0.4> ]
> }
> scale 2
> }
> finish {
> ambient 0.0
> diffuse 0.2
> specular 0.4
> roughness 0.1
> metallic
>
> reflection {
> 0.8
> metallic
> }
> }
> normal {
> granite 0.05
> warp {turbulence 1}
> scale 0.1
> }
> }
>
>
> #declare Tex_Column=
> texture {
> object {
> Text_Obj
> texture { Tex_1 },
> texture { Tex_Metal_A }
> }
>
> warp { cylindrical }
> }
>
>
> #declare Obj=
> union {
> cylinder { 0, 2.1*y, 0.2 texture { Tex_Column } }
> torus { 0.2, 0.04 translate 0.04*y }
> torus { 0.2, 0.04 translate 2.06*y }
> texture { Tex_1 }
> }
>
> #macro Obj2(Angle, Flip)
> Obj
> rotate Angle*y
> #if (Flip)
> rotate 180*z
> translate 2.1*y
> #end
> rotate -90*x
> translate 0.24*y
> #end
>
> #macro Obj3(Angle)
> Obj
> rotate Angle*y
> rotate 90*x
> rotate 180*z
> scale <-1,-1,1>
> translate 0.24*y
> translate -2.1*z
> scale 0.45
> translate -0.4*z
> #end
>
> #macro Obj4(Angle)
> Obj
> rotate Angle*y
> scale 0.8
> translate 1.2*x
> #end
>
> object { Obj }
>
> object { Obj2(0, false) translate <0.5,0,1> }
>
> object { Obj3(190) rotate 90*y translate <-1,0,0.9> }
> object { Obj3(190) rotate 110*y translate <-1,0,0.9> }
> object { Obj3(190) rotate 130*y translate <-1,0,0.9> }
> object { Obj3(190) rotate 150*y translate <-1,0,0.9> }
> object { Obj3(190) rotate 170*y translate <-1,0,0.9> }
> object { Obj3(190) rotate 190*y translate <-1,0,0.9> }
>
> object { Obj rotate -20*y scale 0.6 translate <-1,0,0.9> }
>
> object { Obj2(20, true) rotate 110*y translate <-1.4,0,-1.2> }
>
> object { Obj2(20, true) scale 0.7 rotate 110*y translate <1.7,0,1.2> }
>
> object { Obj4(260) rotate 20*y translate <0.6,0,-0.5> }
> object { Obj4(260) rotate 40*y translate <0.6,0,-0.5> }
> object { Obj4(260) rotate 60*y translate <0.6,0,-0.5> }
> object { Obj4(260) rotate 80*y translate <0.6,0,-0.5> }
> object { Obj4(260) rotate 100*y translate <0.6,0,-0.5> }
> object { Obj4(260) rotate 120*y translate <0.6,0,-0.5> }
>
> object { Obj2(-20, true) scale 0.42 rotate 160*y translate <1.5,0,-0.4> }
> object { Obj2(-20, true) scale 0.42 rotate 160*y translate <1.7,0,-0.25> }
> object { Obj2(-20, true) scale 0.42 rotate 160*y translate <1.9,0,-0.1> }
> object { Obj2(-20, true) scale 0.42 rotate 160*y translate <2.1,0, 0.05> }


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