|
![](/i/fill.gif) |
Dave Matthews wrote...
> These are both very interesting, and they are somewhat similar to what I
> get
> as reflection patterns when I combine spherical and flat mirrors (I'll dig
> up an example), so I'm curious, what formula or algorithm did you use to
> place your objects?
Well, no special formula or algorithm as far as I know Dave. Firstly,
this is the bog-standard isosurface shape used in the insert menu in winPoV.
I played around with it a little and ended up utilising 'open' and then
played with the scale of the 'contained-by' box to cut the corners.
The whole of the trick in the first image was in the rotation, translate,
(+ - x,y,z alternatively) and scaling, (+.1 of a pov unit in this case), and
simply adding z*z to the fn_x function.
Here's the code that I used:
#declare fn_x = function(x, y ,z) { x*x + y*y + z*z - 1 }
isosurface {
function { fn_x(x, y, z) }
contained_by { box { -.73, .73 } }
threshold 0.025
accuracy 0.001
max_gradient 4
open
scale .2
//translate <+-0, +-0, +-0> alternating per iso.
rotate <53, 31, 35> // to get one corner fairly central to the viewer
texture {...}
> (You notice that you get more comments after you post your images, than
> before ;-) )
Yes, I'm not sure if I've done that before, but I hope not! :o)
Thanks for your input, appreciated. (Please do post your example).
~Steve~
>
> Dave Matthews
>
Post a reply to this message
|
![](/i/fill.gif) |