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Christian Bryndum wrote:
>
> Thanks again to all of you. I really appreciate it. Ive been playing around
> with Warps vertex's and Frank's star code. And im getting closer.
> What i was thinking of now, is to use Warps vertex's and then combine them
> with some sort of box or line? im looking for something similar to the
> attached file.
>
> Thanks a mill again guys.
>
> Christian
>
> [Image]
Here are some suggestions:
#1, the basic idea
#2, an optical trick (relying on the orthographic camera)
#3, more towards what you wish
#4, some experimenting and it starts to look like it (without
orthographics)
You may have a closer look at some of the values, but this was fairly
easy to find.
Cheers!
(Oops, just realized I can't attach the pov code as binary here, so I'll
quote it:)
#########################################################
star1.pov:
#########################################################
camera {orthographic location <0,0,-100> look_at <0,0,0> angle 60 }
light_source { <-100,100,-50> rgb<1,1,1> }
light_source { <100,50,-50> rgb<.7,.7,.7> shadowless}
light_source { <100,200,20> rgb<.4,.4,.4> shadowless}
light_source { <0,100,50> rgb<.1,.1,.1> shadowless}
#declare tt=0;#while (tt<5)
#declare p1=vrotate(<0,20,0>,<0,0,tt*72>);
#declare p2=vrotate(<0,20,0>,<0,0,(tt+2)*72>);
sphere{p1,1 pigment{rgb<1,.8,.2>}}
cylinder{p1,p2,1 pigment{rgb<1,.8,.2>}}
#declare tt=tt+1;#end
#########################################################
star2.pov
#########################################################
camera {orthographic location <0,0,-100> look_at <0,0,0> angle 60 }
light_source { <-100,100,-50> rgb<1,1,1> }
light_source { <100,50,-50> rgb<.7,.7,.7> shadowless}
light_source { <100,200,20> rgb<.4,.4,.4> shadowless}
light_source { <0,100,50> rgb<.1,.1,.1> shadowless}
#declare tt=0;#while (tt<5)
#declare p1=vrotate(<0,25,0>,<0,0,tt*72>);
#declare p2=vrotate(<0,25,0>,<0,0,(tt+2)*72>);
#declare p3=<(p1.x*2+p2.x)/3,(p1.y*2+p2.y)/3,-1>;
sphere{p1,1 pigment{rgb<1,.8,.2>}}
cylinder{p1,p3,1 pigment{rgb<1,.8,.2>}}
cylinder{p3,p2,1 pigment{rgb<1,.8,.2>}}
#declare p1=vrotate(<0,40,0>,<0,0,tt*72>);
#declare p2=vrotate(<0,40,0>,<0,0,(tt+2)*72>);
#declare p3=<(p1.x*2+p2.x)/3,(p1.y*2+p2.y)/3,-1>;
sphere{p1,1 pigment{rgb<1,.8,.2>}}
cylinder{p1,p3,1 pigment{rgb<1,.8,.2>}}
cylinder{p3,p2,1 pigment{rgb<1,.8,.2>}}
#declare tt=tt+1;#end
#########################################################
star3.pov
#########################################################
camera {orthographic location <0,0,-100> look_at <0,0,0> angle 60 }
light_source { <-100,100,-50> rgb<1,1,1> }
light_source { <100,50,-50> rgb<.7,.7,.7> shadowless}
light_source { <100,200,20> rgb<.4,.4,.4> shadowless}
light_source { <0,100,50> rgb<.1,.1,.1> shadowless}
#declare tt=0;#while (tt<5)
difference{
union{
box{<-40,-2,0><40,2,1> pigment{rgb<.6,.7,.8>}}
cylinder{<-40,-2,0><40,-2,0>,.5 pigment{rgb<1,.8,.2>}}
cylinder{<-40,2,0><40,2,0>,.5 pigment{rgb<1,.8,.2>}}
translate y*10
}
union{
box{<0,3,-1><50,-25,2> rotate z*18 translate <10,0,0>
pigment{rgb<1,0,0>}}
box{<-50,3,-1><0,-25,2> rotate z*-18 translate <-10,0,0>
pigment{rgb<1,0,0>}}
}
rotate z*tt*72
}
#declare tt=tt+1;#end
#########################################################
star4.pov
#########################################################
camera {location <0,0,-100> look_at <0,0,0> angle 60 }
light_source { <-100,100,-50> rgb<1,1,1> }
light_source { <100,50,-50> rgb<.7,.7,.7> shadowless}
light_source { <100,200,20> rgb<.4,.4,.4> shadowless}
light_source { <0,100,50> rgb<.1,.1,.1> shadowless}
#declare tt=0;#while (tt<5)
difference{
union{
box{<-40,-2,0><40,2,1> pigment{rgb<.6,.7,.8>}}
cylinder{<-40,-2,0><5.85,-2,0>,.5 pigment{rgb<1,.8,.2>}}
cylinder{<10,-2,0><40,-2,0>,.5 pigment{rgb<1,.8,.2>}}
cylinder{<-40,2,0><4.75,2,0>,.5 pigment{rgb<1,.8,.2>}}
cylinder{<9,2,0><40,2,0>,.5 pigment{rgb<1,.8,.2>}}
translate y*10
}
union{
box{<0,3,-1><50,-25,2> rotate z*18 translate <10,0,0>
pigment{rgb<1,0,0>}}
box{<-50,3,-1><0,-25,2> rotate z*-18 translate <-10,0,0>
pigment{rgb<1,0,0>}}
}
rotate z*tt*72
}
#declare tt=tt+1;#end
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