POV-Ray : Newsgroups : povray.binaries.images : Celtic knots : Re: Celtic knots Server Time
23 Apr 2024 19:51:11 EDT (-0400)
  Re: Celtic knots  
From: Paolo Gibellini
Date: 27 Dec 2021 06:28:07
Message: <61c9a347@news.povray.org>
Il 22/12/2021 14:54, Mediat ha scritto:
 > Hi every one
 >
 > To learn about Celtic knot : https://en.wikipedia.org/wiki/Celtic_knot
 >
 > Basically, to draw a celtic knot you need to handle 4 different 
shapes (the
 > building blocks) that we call "brick":
 >
 > 1) the "corner" (from the center of a side to the center of an 
adjacent side)
 > which exists in two different directions.
 > 2) the "straight" (from the center of a side to the center of the 
opposite side)
 > which exists in two different directions.
 > 3) the "diagonal" (from a vertex to the opposite vertex) which exists 
in two
 > different directions.
 > 4) the "bend" (from a vertex to the center of a non adjacent side) 
which exists
 > in eight different directions/symmetries.
 >
 > In my generator I designed 8 different types of straights and 
diagonals, 4
 > different types of corners and 4 different types of bends.
 >
 > I added to the previous bricks,
 > 1) 5 different types of "crossings" (the way the cords crosses), one 
of them is
 > the historical crossing: one cord goes over the other one.
 > 2) 5 different types of "muffs"  (the way a bend connects to another 
brick on
 > its ends tha lies on a side)
 >
 > Before I publish the program I'm eager to answer questions and more 
than that,
 > to read remarks and requests.
 >
 > For the time being the program deals only with rectangular shapes, it 
should be
 > feasible to enhance it to handle rectangular shapes with rectangular 
holes, but
 > not to handle circles or triangles.

A very nice work!
The flat crossings seem more realistic, are you also able to rise up the 
crossings of the cylindrical ropes?

Paolo


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