POV-Ray : Newsgroups : povray.binaries.animations : Re: Mechanical Glow Dangler : Re: Mechanical Glow Dangler Server Time
19 Jul 2024 11:29:14 EDT (-0400)
  Re: Mechanical Glow Dangler  
From: pgb
Date: 29 Jan 2003 10:21:19
Message: <3e37f16f$1@news.povray.org>
Thanks a lot
I didn't know anything about this mechsim:mass(2):position (and so), did I
miss something in the doc, that I didn't read (you're right : shame on me)?

Philippe

3e37b339$1@news.povray.org...
>
> "Philippe_Gibone" <Ph.### [at] wanadoofr> wrote in message
news:3e379191@news.povray.org...
>
> > I've been playing around with the mechsim patch for a while, but did'nt
find
> > out how to give different textures to different masses : how did you do
that
> > ?
>
> Well, in this case (using just 5 masses and 2 connections), it's easy to
simply place a sphere
> where you would normally use the show_all_objects () macro. You can access
the mechsim data
> quite easily within your scene file:
>
> sphere {
> mechsim:mass(2):position, mechsim:mass(2):radius
>   texture {
>     pigment { rgb <1,0.4,0.2>*2}
>       finish {ambient 0 diffuse 1 specular 1 roughness 0.01}
>            }
> }
>
>
> > BTW : great idea to animate the ligth this way !
>
> Thanks.
>
> All the best,
>
> Andy Cocker
>
>
>


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.