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"Bald Eagle" <cre### [at] netscape net> wrote:
>
https://web.archive.org/web/20050413175956/http://baillp.free.fr:80/Data/feather.inc
Just a loop to show some variation.
Looks like _sym and _fun need to be kept between 0 and 1.
There may be some other refinements needed to get rid of some domain error in
asin and divide by zero errors, but if you look through Mr. Baillehache's code,
it's quite --- intricate.
[Side note: it seems he moved to Japan and just kept on runnin' with that math
thing....
http://www.bayashiinjapan.net/CollisionDetection/3dCollisionDetectionFourierMotzkin.pdf
]
---------------------------------- test scene -------------------------
#version 3.71;
global_settings {
assumed_gamma 1.0
}
#declare Aspect = image_width/image_height;
camera {
location <0, 1, -10>
right x*Aspect
look_at <0, 1, 0>
}
#include "colors.inc"
#include "feather.inc"
light_source { <10, 50, 0> color rgb <1, 1, 1>}
#declare _Seed = 10;
#declare _Seedcolor = 20;
#declare _length = 2;
#declare _width = 0.25;
#declare _depth = 0.01;
#declare _Sym = 0.1;
#declare _Fun = 0.05;
#declare _test = false;
#for (F, 1, 10)
#declare _seed = _Seed * F;
#declare _seedcolor = _Seedcolor * F;
#declare _sym = _Sym + F*0.08;
#declare _fun = _Fun + F*0.08;
object {Feather(_seed, _seedcolor, _length, _width, _depth, _sym, _fun, _test)
translate <-5+F, 0, 0>}
#end
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