POV-Ray : Newsgroups : povray.binaries.images : A Worm : Re: A Worm Server Time
12 Aug 2024 09:20:48 EDT (-0400)
  Re: A Worm  
From: Tim Nikias v2 0
Date: 8 Sep 2003 06:17:28
Message: <3f5c5738$1@news.povray.org>
Oh, right, totally forgot about that one!
I've experimented with it just after you
suggested that, and though I couldn't find
any increase in speed, the results are
the same, but the modelling should be
a little easier. Since I'm converting my
Bezier-Splines to Linear-Distance-Nodes,
it'll be of good use.
Now I've got to tackle how the mouth
will be made, and then I'll redesign the
Worm with better support for different
animation options (automatic setup of
face and neck, possibilities to cut certain
ends off to attach simulated tails etc).

Regards,
Tim

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: no_lights (@) digitaltwilight.de


> > I've had several ideas to model the worm: blobs, CSG,
> > isosurface (using blobs as basis) or mesh.
> >
> > -Blobs do have some modelling issues (intersecting
> > spheres will blob...) so I've ruled them out.
> > -Isosurface: same as above with blob-approach,
> > aside of that: slow to trace.
> > -Mesh: Slow to parse in animations with sufficient
> > detail (I'm talking pure POV!)
> > So, CSG made it.
>
> How about sphere_sweep?
>
>    Mark
>
>
> -- 
> merge{#local i=-11;#while(i<11)#local
> i=i+.1;sphere{<i*(i*i*(.05-i*i*(4e-7*i*i+3e-4))-3)10*sin(i)30>.5}#end
> pigment{rgbt 1}interior{media{emission x}}hollow}//  Mark Weyer
>


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