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Alberto wrote:
> I agree with you. I'll change the knob, may be using a Bezier prism.
How about using some isosurface? Your knob reminded me of that in
Isosurface Tutorial (on page
http://www.econym.demon.co.uk/isotut/builtin.htm) and I made few quick
trials. Source and results are below.
* * *
#version unofficial MegaPov 0.7;
default {
texture {
pigment { rgb <1,0,0> }
}
}
camera {
location < 16, 16, 10>
sky < 0.00000, 0.00000, 1.00000> // Use right
handed-system
up < 0.0, 0.0, 1.0> // Where Z is up
right < 1.35006, 0.0, 0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
angle 12.00000 // Vertical 24.750
look_at < 0, 0, 0>
}
light_source {
<75, 50, 50>
color red 1.0 green 1.0 blue 1.0 // light's color
}
#declare Theta = function{"TH"}
isosurface { // Spherical
function{ x*x + y*y + z*z + sin(Theta*20)*0.05*(1-abs(y)) }
method 2
max_gradient 8
threshold 1
sign 1
contained_by { box{ -1.1, 1.1 } }
pigment {rgb 1}
finish { phong 0.5 }
translate <0.9, -0.9, 0.9>
}
isosurface { // Quadrical
function { x*x + (y*y)*0.6 + (y*y*y*y)*0.4 + z*z +
sin(Theta*20)*0.05*(1-abs(y)) }
method 2
max_gradient 8
threshold 1
sign 1
contained_by { box{ -1.1, 1.1 } }
pigment {rgb 1}
finish { phong 0.5 }
translate <-0.9, 0.9, 0.9>
}
isosurface {
function { x*x + (y*y*y*y*y*y) + z*z + sin(Theta*20)*0.05*(1-abs(y)) }
method 2
max_gradient 8
threshold 1
sign 1
contained_by { box{ -1.1, 1.1 } }
pigment {rgb 1}
finish { phong 0.5 }
translate <0, 0, -0.9>
}
* * *
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