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Hi all!
I'm trying to create a medal that might appear on a uniform. The medal has
a thickness to it and needs to have beveled edges. To medal I used a box.
Then I created a prism out of a right isoceles triangle, and used the prism
with a difference function to create the beveled edges on three sides of the
box.
The problem is that where the difference is, there are lots of black spots;
not only on the surface of the medal, but also in the space of the
difference itself.
If anyone has any recommendations on how to lose the black spots, or perhaps
a different method of creating beveled edges, I would appreciate it.
Here's the source code...
#include "colors.inc"
#include "textures.inc"
camera { // top-down view
location <7, 11, -25>
look_at <7,11, 0>
}
/* // profile view from bottom of logo, looking up
camera {
location <7, -10, 0>
look_at <7,11, 0>
}
*/
background { color White }
#declare BeveledEdge =
prism {
linear_sweep
linear_spline
0, // sweep the following shape from here ...
22, // ... up through here
4, // points making up the shape
<-1,-1>, <-1,.75>, <.75,-1>, <-1,-1> // triangle }
#declare BeveledBox =
difference {
box {
<0,7,.75>,
<14, 21, 0>
}
object {
BeveledEdge
translate <1,0,0>
}
object {
BeveledEdge
rotate y * -90
translate <13,0,0>
}
object {
BeveledEdge
rotate <0, 270, 90>
translate <17, 20, 0>
}
}
#declare BeveledCircle = intersection {
cylinder {
<7, 7, .75>,
<7, 7, 0>
7
}
cone {
<7,7,-6.25>, 0
<7,7,.75>, 7
}
}
#declare Medal = merge {
object {BeveledBox}
object {BeveledCircle}
texture {Silver_Texture}
}
object {Medal}
light_source { <14, 21, -17> color White}
light_source { <7,11,15> color White}
light_source { <-5, -5, 5> color White }
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