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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] wanadoo fr> 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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