POV-Ray : Newsgroups : povray.newusers : Make it shorter. : Re: Make it shorter. Server Time
2 Nov 2024 07:27:20 EDT (-0400)
  Re: Make it shorter.  
From: Oleguer Vilella
Date: 12 Aug 2004 03:03:39
Message: <411b164b@news.povray.org>
How have you done it? And to make it smaller?
Thank you in advance,
Oleguer


mensaje news:411aa27a$1@news.povray.org...
> Oleguer Vilella wrote:
> > Hello,
> >
> > Well, if you render my picture you will see a very large membrane. I
want
> > make it shorter, for example: if it's 14cm I will make it 10cm. You
don't
> > have to look my web site, only you should run the code that I have sent
in
> > the group. Do you understand me??
>
> I'm not sure if I understand you, but below is my best try at
> guessing what you want.
>
> Note that I wasn't referring to any images on your website.
> I was just thinking that maybe you had seen something similar
> somewhere else on the internet that could give me a clue on what
> you want.
>
>
> Tor Olav
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> #version 3.6;
>
> #include "colors.inc"
> #include "textures.inc"
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> #macro MakeMany(Stuff, xSpc, zSpc, xNr, zNr, xFreq, zFreq, Ampl)
>
>    #local xStart = -xNr/2*xSpc;
>    #local zStart = -zNr/2*zSpc;
>
>    #local xCnt = 0;
>    #while (xCnt < xNr)
>      #local zCnt = 0;
>      #while (zCnt < zNr)
>        #local xPos = xStart + xCnt*xSpc;
>        #local yPos =
>          Ampl*sin(xFreq*xCnt/xNr*2*pi)*cos(zFreq*zCnt/zNr*2*pi);
>        #local zPos = zStart + zCnt*zSpc;
>        object {
>          Stuff
>          translate <xPos, yPos, zPos>
>        }
>        #local zCnt = zCnt + 1;
>      #end // while
>      #local xCnt = xCnt + 1;
>    #end // while
>
> #end // macro MakeMany
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> #declare Finish =
>    finish {
>      ambient 0.2
>      diffuse 0.8
>      phong 1
>    }
>
> #declare RedTexture =
>    texture {
>      pigment { color Red }
>      finish { Finish }
>    }
>
> #declare WhiteTexture =
>    texture {
>      pigment { color White }
>      finish { Finish }
>    }
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> #declare Lipid =
>    blob {
>      threshold 0.1
>      sphere {
>        <0, 5, 0>, 2, 1
>        texture { RedTexture }
>      }
>      sphere {
>        <0, -5, 0>, 2, 1
>        texture { RedTexture }
>      }
>      cylinder {
>        <0.8, 5, 0>, <0.8, -5, 0>, 0.5, 1
>        texture { WhiteTexture }
>      }
>      cylinder {
>        <-0.8, 5, 0>, <-0.8, -5, 0>, 0.5, 1
>        texture { WhiteTexture }
>      }
>    }
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> #declare X_Spacing = 3;
> #declare Z_Spacing = 4;
> #declare X_Copies = 20;
> #declare Z_Copies = 30;
> #declare X_Frequency = 1;
> #declare Z_Frequency = 2;
> #declare Amplitude = 5;
>
> union {
>    MakeMany(
>      Lipid,
>      X_Spacing, Z_Spacing,
>      X_Copies, Z_Copies,
>      X_Frequency, Z_Frequency,
>      Amplitude,
>    )
> //  rotate 30*y
> }
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> background { color Blue/2 }
>
> camera {
> //  orthographic
>    location <0, 1, -4>*30
>    look_at <0, -6, 0>
> }
>
> light_source {
>    <2, 1, -1>*100
>    color White
>    shadowless
> }
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7


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