POV-Ray : Newsgroups : povray.binaries.animations : Re: Mechanical Glow Dangler : Re: Mechanical Glow Dangler Server Time
19 Jul 2024 11:30:26 EDT (-0400)
  Re: Mechanical Glow Dangler  
From: Philippe Gibone
Date: 30 Jan 2003 01:31:15
Message: <3e38c6b3@news.povray.org>
Thanks again Andrew and Christoph, I read the doc and found out everything I
need.
This mechsim patch is a huge step forward.

Philippe

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
> >
> >
> >
>
>


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