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LightBeam wrote:
>
> #declare ctr = 0.003;
> #declare Spacing = 0.01;
> #while (ctr < 0.7)
> cylinder {<0.0, 0.0, -0.02><0.0, 0.0, 0.02>0.07
> translate Spline(ctr)
> pigment {rgb 0.3}
> }
> #declare ctr = ctr + Spacing;
> #end
>
As a rough and ready answer I sometimes do this:
#local B=0; #while ( B+1 < 50 )
#local Pt = SplineA( B/50 );
#local Pt2 = SplineA( (B+1)/50 );
cylinder { Pt, Pt2, .0055 pigment { rgb < 0, 1, 0 > } }
#local B=B+1;#end
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