wayne461 wrote:
> Jim Charter <jrc### [at] msncom> wrote:
>
>>Not bad guess at the texture. He oiously also layed in some scuffs with
>>a large bumps or dents of some such.
>>
>>Most of his code there looks straightforward enough to me. He is using
>>a patched version that circulated for awhile that allowed you to replace
>>the #declare with a $ sign. The eval_3d_spline macro is pretty tame as
>>I recall. But all of that is obviously just a way to get the raised
>>seams. But what we don't have is the actually spline definition which
>>is at the heart of the path of the seam on the sphere.
>>
>>I recall there was a nice tutorial circulating in the Wings3D community
>>that demonstrated how to model the shape of that style of seam (which
>>exists on other sports balls too) It took advange of how subdivision
>>smoothing worked against a cube as I recall. But I can no longer find it.
>
> Jim,
> So do you know if the eval_3d_spline macro converted into POVRAY 3.6
> anywhere?
>
> Do we really even need a spline though? I thought that with some
> well-placed pieces of tori (plural or torus?) and the blob function we
> could add the seams? The placement of the red stitches was what I thought
> would be the hardest because I don't know easily who to place them along
> the seam defined by the tori.
>
>
>
It might be possible to approximate the effect with torii and maybe
cylinders at the joins but a spline does seem the way to go. Torii
curve in a plane whereas this seam moves smoothly through three
dimensions. All the rest is relatively easy (depending on the degree of
resolution you want) if that curve could be defined.
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