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An interesting variation on the following (Andrew's example) might be to
use a blob object, where the surrounding flute cylinders are cylindrical
components with negative strength. I'd think that it would be a good way
to make the edges of the flutes smooth, as if it was ancient and
weathered.
Andrew Cocker wrote:
>
> HI Joseph,
> What I would do is use a CSG difference to chop out each of the flutes from your
> column. Use an #while...#end loop to control the number of flutes, something like
this:
>
> #declare Flute_Radius=0.25;
> #declare Column_Radius=2;
> #declare Number_Of_Flutes=20;
> #declare Flute=
> union {
> cylinder { <0,-10,0>,<0,10,0>,Flute_Radius}
> sphere { <0,-10,0>,Flute_Radius}
> sphere { <0,10,0>,Flute_Radius}
> }
>
> #declare Column=
> difference {
> cylinder { <0,-10.5,0>,<0,10.5,0>,Column_Radius } // Un-fluted column
> // Set up a loop
> #declare Count=0;
> #while ( Count<=Number_Of_Flutes)
> object { Flute
> translate x*Column_Radius
> rotate y*(Count*(360/Number_Of_Flutes))
> }
> #declare Count=Count+1;
> #end
> }
>
> object { Column
> scale .5
> rotate x*45
> texture { pigment {Red} finish {Shiny}}
> }
>
> I hope this helps you. Incidentally, the last time I posted any code, half of it
went
> missing, so I've attatched the code as well.
>
> Andy.
>
> Joseph Prever wrote in message <368E27DB.28B7CE6B@turbont.net>...
> >What is the technique in POV 3.x for making fluted columns (or fluted
> >anything)? Or do I need a help app?
> >Any response will be greatly appreciated. Thank you for your time.
> >
> >-Joe Prever
-jr-
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