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Shay wrote:
>
> I'm sorry. 3*pi/4 should have been 3*pi/2
> You don't need to translate the spiral any along the y-axis. Setting x and y
> to the cos and sin of the angle will do that for you.
> The formula itself zill make a half-moon arc. Rotating each sphere some will
> give you the twist.
> Like this:
> #declare MinRad = pi/2;
> #declare MaxRad = (3*pi/2);
> #declare Test =
> union {
> #while (MinRad < MaxRad)
> object {sphere {<0,0,0>, 0.01 translate <cos(MinRad)*1, sin(MinRad)*1,
> 0> rotate y*degrees(MinRad)*20 pigment {rgb <1,0,0>}}}
> #declare MinRad = MinRad + 0.0001;
> #end
> }
>
> object {Test /*rotate x * -90 translate <0,-2,0>*/}
>
> #declare MinRad = pi/2;
> #declare MaxRad = (3*pi/2);
> #declare Test =
> union {
> #while (MinRad < MaxRad)
> object {sphere {<0,0,0>, 0.01 translate <cos(MinRad)*1, sin(MinRad)*1,
> 0> rotate y*degrees(MinRad)*20 pigment {rgb <1,0,0>}}}
> #declare MinRad = MinRad + 0.0001;
> #end
> }
Also try this:
#declare SphereRadius = 1.5;
#declare SpiralRadius = 0.05;
#declare NrOfTurns = 5;
#declare NrOfSpheres = 1000;
#declare dAngle = 180/NrOfSpheres;
#declare SphereSpiral =
union {
#declare Cnt = 0;
#while (Cnt < NrOfSpheres)
sphere {
-SphereRadius*y, SpiralRadius
rotate Cnt*dAngle*<1, 2*NrOfTurns, 0>
}
#declare Cnt = Cnt + 1;
#end // while
}
object {
SphereSpiral
pigment { color rgb <1, 1, 1> }
}
light_source { <-2, 2, -3>*10 color rgb <1, 1, 1> }
camera {
location <0, 1, -2>*2
look_at <0, 0, 0>
}
Tor Olav
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