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Hi,
I've made some gobans with povray and what I did for the grid was to
used cylinder for lines and differenced them with the board (since grid
for a real goban is made using a japanese sword, there exist some
depression between plain board and grid).
I can post the picture if you want.
Nicolas
Jettero Heller wrote:
> I'm making yet another go board. Wonderful game.
>
> I'm having some trouble rendering thin rectangles. I can
> completely see why povray fails to render some of the lines in
> the from-the-side views.
>
> But in this case, I'd like it to really really draw the lines no
> matter what. I experimented with making the ink artificially
> tall, but it looked obviously wrong in the close-ups.
>
> Jitter didn't really work how I'd hoped and no amount of
> anti-aliasing recursion seemed to help.
>
> I've posted the images here:
>
> http://voltar-confed.org/tmp/goban2.snaps
>
>
> Here's how I'm drawing the ink:
>
> #declare inkclr = texture {
> finish { phong 0 crand 0 specular 0 reflection 0 ambient 1 }
> pigment { color rgb <0, 0, 0.005> }
> }
>
> #declare inkshp = object {
> union {
> #declare counter=0;
> #while (counter < hatches)
> #declare a=(9.7-hatchwt)-(widthofhatch*counter);
> #declare b=9.7-(widthofhatch*counter);
>
> box { <a, inklow, 9.7>, <b, inktop, 0.3> }
> box { <9.7, inklow, a>, <0.3, inktop, b> }
>
> #declare counter=counter+1;
> #end
> cylinder { posc( 4, 4, inklow) posc( 4, 4, inktop), hatchwt*2.2 }
> cylinder { posc(16, 16, inklow) posc(16, 16, inktop), hatchwt*2.2 }
> cylinder { posc( 4, 16, inklow) posc( 4, 16, inktop), hatchwt*2.2 }
> cylinder { posc(16, 4, inklow) posc(16, 4, inktop), hatchwt*2.2 }
> cylinder { posc(10, 10, inklow) posc(10, 10, inktop), hatchwt*2.2 }
> }
> }
>
>
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