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Chris Huff wrote:
>
> In article <3A22EF6F.87D94FC7@istar.ca>, sde### [at] istarca wrote:
>
> > I'm sure the CSG expers out there can work out the filleting in POV.
>
> Forget about CSG...do it with isosurfaces. ;-)
> Actually, may not be too difficult...
Here's my attempt.
Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#version unofficial MegaPov 0.5;
#include "colors.inc"
global_settings { ambient_light color White }
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
$ E = 6;
$ K = 1/10^4;
$ Ybar = function { (x^E + z^E)^(1/E) - 1 }
$ SphereFunction = function { x^2 + y^2 + z^2 }
isosurface {
function {
y/4
+Ybar(x ,y ,abs(z) - 0.05)
+K^(SphereFunction(x, y - 4.1, z/4) - 7.0)
+K^(10*y)
}
// max_gradient 20
method 1
contained_by { box { -<1.5, 0.5, 1.5>, <1.5, 2, 1.5> } }
pigment { color White }
}
// The contained_by box above may need to be adjusted
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
light_source {
<1, 4, -2>*10
color White
}
camera {
location <1, 3, -3>
look_at <0, 0.5, 0>
}
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
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