POV-Ray : Newsgroups : povray.binaries.images : Rounding out sharp CSG edges (94kb total, 3 jpegs) : Re: Rounding out sharp CSG edges (94kb total, 3 jpegs) Server Time
10 Aug 2024 03:26:30 EDT (-0400)
  Re: Rounding out sharp CSG edges (94kb total, 3 jpegs)  
From: Anthony D  Baye
Date: 23 Oct 2004 19:34:39
Message: <417AEA8E.4F6F3687@gold.sdsmt.edu>
Ineteresting, that could save a lot of work in some places.

ADB

Samuel Benge wrote:

> Here's something I began developing recently. It takes any old CSG
> object and attempts to round its edges. It's based on the object pigment
> pattern and works by exploiting the 'accuracy' of a surface normal.
>
> It doesn't work too well if objects have preexisting round edges (eg.
> spheres, cylinders), and doesn't leave the surface normals of the object
> pointing in the original directions... which means it won't give you
> 100% accurate reflections and shading.
>
> It looks nice enough, and is a good way to round the edges of complex
> CSG without coding all kinds of cylinders and spheres into your object
> definition.
>
> This code will produce all three states as shown in the attached images:
>
> #declare round_edges=on;
> #declare edge_amount=1;
> #declare edge_samples=20;
>
> #declare obj=
> union{
>   #local frame=
>    difference{
>     #local r=0.2;
>     box{-1,1}
>     box{-1+(x+y-z)*r,1-(x+y-z)*r}
>     box{-1+(x-y+z)*r,1-(x-y+z)*r}
>     box{-1+(-x+y+z)*r,1-(-x+y+z)*r}
>    }
>   object{frame rotate y*45}
>   object{frame rotate x*45}
>   object{frame rotate z*45}
> }
>
> object{obj
>   pigment{rgb<.2 .5 1>}
>   finish{
>    brilliance 2 diffuse .4
>    specular 1 roughness .1
>   }
>   #if(round_edges=on)
>   normal{
>    average
>    normal_map{
>     #local V=0;
>     #while(V<=1)
>      [1
>       object{obj } 1-V*1
>       accuracy (.01+V/10)*edge_amount
>       translate<
>        rand(R)-rand(R),
>        rand(R)-rand(R),
>        rand(R)-rand(R)
>       >*.00001
>      ]
>      #local V=V+1/edge_samples;
>     #end
>     // uncomment to add bumpy surface normal
>     //[5 granite -1 accuracy .001
>     //poly_wave 2 scale .3]
>    }
>   }
>   #end
>   // uncomment to add corresponding pigment
>   //pigment{granite poly_wave 2 scale .3
>   //color_map{[0 rgb 1][1 rgb .5]}}
> }
>
> Is this helpful to anyone? Questions and comments, appreciated as always!
>
> -Sam
>
>   ------------------------------------------------------------------------
>  [Image]  [Image]  [Image]

--
//Anthony D. Baye, Student - Comp.Sci.
#default{pigment{rgb<0,.4,1>}finish{reflection 0.3 specular 0.6}}#macro
m(a,g,e)#local A=0;
#while(A<360)#local
am=a*.75;cylinder{vrotate(a*x,A*g*z),vrotate(am*x,(A+135)*g*z)e}
#local A=A+90;#end #local B=0;#while(B<360)sphere{a*x,e rotate B/2*g*z}#local
B=B+1;
#end #end m(2,1,.03)m(2,-1,.03)light_source{<-3,10,-15>,rgb
1}camera{location-7*z look_at 0}


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