|
|
Le_Forgeron <lef### [at] freefr> wrote:
> Now, If I could only understood the "inward tilted" thing applied to a
> torus...
actually the inward/outward is superfluous (depends only if you look at the
torus from top or bottom).
here is a code snippet for a the tilted torus...
camera {location <0, 36, -48> look_at <0, 0, 0>}
#declare myTiltedInwardQuartTorus =
intersection {
torus {24, 0.4 sturm on scale <1, 2, 1> matrix < 1,0,0, 1,1,1, 0,0,1,
0,0,0>}
box {<-25, -1, -25> <0, 1, 0>}
}
// inward tilted torus
union {
object {myTiltedInwardQuartTorus}
object {myTiltedInwardQuartTorus rotate <0, 90, 0>}
object {myTiltedInwardQuartTorus rotate <0, 180, 0>}
object {myTiltedInwardQuartTorus rotate <0, 270, 0>}
texture {pigment {color rgb<0.8, 0.8, 0.2>} finish {ambient 0.2 phong 1}}
}
Regards, Peter.
Post a reply to this message
|
|