POV-Ray : Newsgroups : povray.binaries.images : Rendering of Samurai Sword : Re: Rendering of Samurai Sword Server Time
1 Oct 2024 11:26:25 EDT (-0400)
  Re: Rendering of Samurai Sword  
From: Matt Giwer
Date: 30 Aug 2000 01:43:34
Message: <39AC9F85.6FF18393@ij.net>
Matt Giwer wrote:
> 
> Brian & Lois Bivolcic wrote:
> >
> > Hi all,
> > Dose anyone out there have a rendering  or source code for a samurai
> > sword?
> > Need it for a tatto image I'm working on.
> 
>         I have been wanting to do one for some time and your message reminded
> me, reminded me to try a method I thought of. It is not going to work
> directly for your needs. The bottom of the attached image will be the
> hilt.
> 
>         It still needs a tip and the csg object should rotate a bit in
> accordance with the curve. Eventually I will add the tip by
> proportioning the same object. Looking at my decorative Sam sword the
> tip is all "cone."
> 
>         It is memory intensive.
> 
> --
> "Dissecting the Holocaust" by Germar Rudolph
> Banned and burned in Germany. Read what the
> German government does not want you to read.
>         -- The Iron Webmaster, 45
> 
>   ------------------------------------------------------------------------
> #include "/home/matt/povray/includes/colors.inc"
> #include "/home/matt/povray/includes/shapes.inc"
> #include "/home/matt/povray/includes/textures.inc"
> #include "/home/matt/povray/includes/metals.inc"
> #include "/home/matt/povray/includes/woods.inc"
> global_settings
> {
>   assumed_gamma 2.2
>   ambient_light rgb <1,1,1>
> }
> 
> #declare blade_part =  union {
> 
> #declare radi = 0.5; // radius
> #declare sw = 1; // length of polished
> #declare rati =2.5; // length of edge as ratio of polished
> 
> cylinder { <-sw ,0,0> <sw,0,0> radi texture {T_Chrome_5A}  // pigment {color White}
> rotate <0,0,0> translate <0,0,0>}
> 
> cone { <0,0,0> radi <sw*rati,0,0> 0 texture {T_Chrome_5A} //pigment {color White}
> rotate<0,0,0> translate <sw,0,0> }
> 
> sphere { <0,0,0> radi texture{T_Chrome_5A} //pigment {color White}
> scale <0.25,1,1>
> rotate<0,0,0> translate<-sw,0,0> }
> 
> sphere { <0,0,0> radi texture {T_Chrome_5A} // pigment {color White}
> scale <0.25,1,1>
> rotate<0,0,0> translate<sw,0,0> }
> }
> 
> #declare blade = union {
> #declare i = 0 ;
> 
> #while (i < 10000)
> object {blade_part translate <-(i*i)/5000000,0,i/50>} // x value controls curvature
> #declare i = i + 1 ;
> #end
> }
> 
> blade
> 
> // ----------------------------------------
> 
> camera
> {
>   location <0,3.5,0>*100
>   direction 1.5*z
>   right     4/3*x
>   look_at   <0.0, 0.0,  100.0>
> }
> 
> sky_sphere {
>         pigment { gradient y color_map { [0 color Blue] [1 color White] }
>         scale 2 translate -1 }
> 
> }
> 
> light_source
> {
>   0*x // light's position (translated below)
>   color red 1  green 1  blue 1
>   translate <30, 30, -30> *2000
> }
> 
> light_source
> {
>   0*x // light's position (translated below)
>   color red 1  green 1  blue 1
>   translate <-30, 30, -30> *200
>   shadowless
> }
> 
> plane { y, -2 pigment {color rgb <0.3, 0.7, 0.6> } }
> 
>   ------------------------------------------------------------------------
>  [Image]

	Next step it so make the basic union a circular sweep, clip and deform
to get rid of the memory load.  

-- 
Q. "Do you realize I can defame you without penalty?" 
A, "Do you realize I can let you?" 
	-- The Iron Webmaster, 31


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