POV-Ray : Newsgroups : povray.binaries.images : Updated electric guitar : Re: Updated electric guitar Server Time
4 Oct 2024 07:13:07 EDT (-0400)
  Re: Updated electric guitar  
From: Bob Hughes
Date: 12 Apr 1999 03:29:49
Message: <371192B3.257BC751@aol.com>
I like it a lot.
You need to try a larger depth (+R) for the antialiasing to get those
strings to turn out better though. Speaking of strings... did you
texture (or model) them with the ridges (forgive me, I'm music
illiterate) in the lower note strings.

Fabien Mosen wrote:
> 
> Here's an updated version of my electric guitar model.
> The neck is thinner (thus, easier to play), but the junction
> between the neck and the head is still not very good (it's hardly
> CSG-able).  The bridge (no tremolo) is much more detailed,
> and now placed at the right distance (distance between nutshell
> and 12th fret is equal to distance between 12th fret and bridge).
> Knots are a little more ineresting too.  The body received some kind
> of feline 2-tones sunburst finish.
> 
> For those who asked how I made the chamfered body, I used 2 macros
> that makes "beveled" pie-parts and negative pie-parts (bended towards
> the outside, I can't explain better (no, really, I can't ;)).
> 
> #macro BevelPie(Center,Height,Rad,AngFromX,AngTot,Bevel,Hole)
> intersection {
> union {
>   cylinder {<0,0,0>,<0,Height,>,Rad-Bevel}
>   cylinder {<0,0+Bevel,0>,<0,Height-Bevel,>,Rad}
>   torus {Rad-Bevel Bevel translate y*Bevel}
>   torus {Rad-Bevel Bevel translate y*(Height-Bevel)}
>       }
> plane {z,0 rotate y*AngFromX}
> plane {z,0 inverse rotate y*(AngFromX+AngTot)}
> cylinder {<0,-.01,0>,<0,Height+.01,0>,Hole+.01 inverse}
> translate Center
> }
> #end
> 
> #macro BevelPieNeg (Center,Height,Rad,AngFromX,AngTot,Bevel,Hole)
> intersection {
> union {
>   difference {
>         cylinder {<0,Bevel,0>,<0,Height-Bevel,0>,Rad+Hole}
>         cylinder {<0,0,0>,<0,Height,0>,Rad}
>         }
>   difference {
>         cylinder {<0,0,0>,<0,Height,0>,Rad+Hole}
>         cylinder {<0,0-1,0>,<0,Height+1,0>,Rad+Bevel}
>         }
>   torus {Rad+Bevel Bevel translate y*Bevel}
>   torus {Rad+Bevel Bevel translate y*(Height-Bevel)}
>       }
> plane {z,0 rotate y*AngFromX}
> plane {z,0 inverse rotate y*(AngFromX+AngTot)}
> translate Center
> }
> #end
> 
>   ------------------------------------------------------------------------
>  [Image]

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