POV-Ray : Newsgroups : povray.advanced-users : wicker basket : Re: wicker basket Server Time
29 Jul 2024 20:14:56 EDT (-0400)
  Re: wicker basket  
From: John M  Dlugosz
Date: 13 Jan 2001 20:14:18
Message: <3a60fd6a$1@news.povray.org>
Thanks for the pointer!  I'm interested in isosurfaces but have not jumped
in yet, due to lack of tutorials and examples.

Re bent in a sphere: Since I'm after a diamond-shaped basket, 4 flats should
be fine.  I'm just worried I won't have enough control on the individual
twigs to get them lined up with the trip pieces, or enough variation between
pieces.

--John

"Mike Williams" <mik### [at] nospamplease> wrote in message
news:rVI### [at] econymdemoncouk...
> Wasn't it John M. Dlugosz who wrote:
>
> >What's a good way to make a wicker basket model, using what's available
in
> >base plus MegaPOV?
>
> Here's something that almost works:-
>
> Take the built in "mesh1" isosurface function and add it to a cylinder.
> From some viewpoints, the result looks fairly convincing, and it's quite
> quick.
>
> To get it right, you really need to bend the mesh round the cylinder,
> but I'm not sure how to do that.
>
>
>
> #version unofficial MegaPov 0.6;
>
> camera { location  <0, 0, -5> look_at <0, 0, 0>}
>
> light_source {<-100,200,-100> colour rgb 1}
>
> // Function for cylinder radius 1.0
> #declare Cyl  =function{(x^2 + z^2 - 1.0^2)}
>
> // Built in mesh1 function
> #declare Mesh = function {"mesh1" <1,0.2,1,0.1,2>}
>
> // Swap the z and y coordinates of the mesh to make it vertical
> // and apply a threshold (cotrols the fatness of the weave)
> #declare Mesh2 = function {(Mesh(x,z,y) - 0.08)}
>
> // Scale the mesh by <1/5,1/5,1> and add 0.3 of it
> // to the cylindrical surface
> isosurface {
>   function (Cyl(x,y,z)
>            + Mesh2(5*x,5*y,z)*0.3)
>         method 2
>         eval
>         accuracy 0.001
>         contained_by{sphere{0,2}}
>         pigment {rgb <1,1,.6>}
> }


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