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Christian Froeschlin <chr### [at] chrfr de> wrote:
> Marco wrote:
I want to make a sine-wave in 3D, with a
> > look like a b_spline (as in: rounded edges, to give it a proper 3D-look), like
> > the representation of a sound wave in Audacity.
>
> I'm not sure how it looks in Audacity but you might try a sphere_sweep.
I recently bought a turntable with USB connection so I could put old vinyl
records onto CD and it comes with Audacity. To see anything like a sine wave I
must magnify the view to the extreme, otherwise mostly see chaotic waveforms not
simple sine waves from music. Guess that's beside the point. ;)
Not sure sphere_sweep is going to be good for this since it requires a known
number of points. I could just be thinking wrong but stringing spheres together
might be easiest to work math in for variations on waveform.
Simple example here (because it's all I could do), not intended as THE solution:
/* sine or sound wave */
camera
{
location <15, 0.5, -25>
look_at <15,0.5,0>
}
#local T=25; // total time
#local I=0; // time count
#local S=0.1; // scale
#local A=3; // amplitude
#local F=0; // frequency
union
{
#while (I<T)
#local R=seed(I); // random
sphere
{
<I+F,sin(I)*A,0>, S
}
#local I=I+S;
#local F=0;// sin(I); // math to reshape wave, like sin(I*R)
#end
texture
{
pigment
{
function {abs(y)}
color_map {
[0 rgb <0,1,0>]
[1 rgb <1,0,0>]
}
scale 1+S // adjust to sphere size
}
finish
{
ambient 1
}
}
} // end union spheres
/* end sine or sound wave */
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