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Your macro seems to result in sharp edges between the triangles. For
example, try changing the smooth_triangles to regular triangles in
curvetri.inc, and rendering this scene:
// -----
#include "curvetri.inc"
camera { location <0, 3, -6> look_at <0, 0, 0> }
light_source { <-30, 30, -30> rgb 1 }
plane { y, -1 pigment { rgb 1 } }
mesh {
curved_triangle (<-4, 0, 0>, <-1, 0, 0>, <0, 2, 2>, <0, 1, 0>, <0, 2, -2>,
<0, 1, 0>, 50)
curved_triangle (<4, 0, 0>, <1, 0, 0>, <0, 2, 2>, <0, 1, 0>, <0, 2, -2>,
<0, 1, 0>, 50)
pigment { red 1 }
}
// -----
Another problem is that if you scale the entire scene by a constant factor,
the shapes of the curved_triangles change. Also, if the lengths of the
normal vectors aren't 1, the vertices don't match up with the specified
points.
Anders
--
light_source{6#local D=#macro B(E)#macro A(D)#declare E=(E-#declare
C=mod(E D);C)/D;C#end#while(E)#if(A(8)=7)#declare D=D+2.8;#else#if(
C>2)}torus{1..2clipped_by{box{-2y}}rotate<1 0C>*90translate<D+1A(2)
*2+1#else}cylinder{0(C-v=1).2translate<D+C*A(2)A(4)#end-2 13>finish
{specular 1}pigment{rgb x}#end#end#end-8;1B(445000298)B(519053970)B
(483402386)B(1445571258)B(77778740)B(541684549)B(42677491)B(70)}
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