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"Sven Littkowski" <nomail@nomail> wrote:
> Yes, to some extend, I like what I see. :-)
>
> There are the ropes on the left side of the vertical cylinder, and those on the
> right side. All twist around the horizontal arm. The ropes of the one side
> (let's say left) are ABOVE the ropes of the right side.
So you just need to define a radius one rope diameter more for the second set in
order to arrange all the ropes the way you need them.
> Would you allow me to give you credit inside the scene file?
Sure thing - it's a lovely siege engine you've built. :)
Let me know if you have any questions.
#declare Ropes =
union {
#declare RopeR = 0.03;
#for (Y, 0, 2.5, 0.01)
#local R = 0.25+RopeR;
#switch (Y)
#range (0.00, 0.95)
#declare Theta = (Y/0.95)*pi;
#declare X = R*sin(Theta+pi);
#declare Z = R*cos(Theta+pi);
sphere {<X, Y, Z> RopeR }
#break
#range (0.95, 1.35)
#declare Theta = ((Y-0.95)/(1.35-0.95))*pi;
#declare a = 0.2*0.2;
//#declare X = 8*pow(a,3)/(pow(Y-1.15,2)+4*pow(a,2));
#declare X = 0.1*sin (Theta);
//#declare Z = -R;
sphere {<X, Y, Z> RopeR }
#break
#range (1.35, 2.50)
#declare Theta = ((Y-1.35)/(2.5-1.35))*pi;
#declare X = R*sin(Theta+pi);
#declare Z = R*cos(Theta);
sphere {<X, Y, Z> RopeR }
#break
#end
#end
texture {Rope}
pigment {Green}
rotate y*25
}
#for (R, 0, 3)
object {Ropes rotate y*R*10}
#end
rotate < 0.0,180, 0.0 >
}
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