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On 09/07/2013 01:46 AM, LanuHum wrote:
> James Holsenback <nom### [at] nonecom> wrote:
>
>>
>> // create the shape (profile)
>> #declare TableLegShape =
>> spline {
>> natural_spline
>> 0/10 Pt1
>> 1/10 Pt2
>> 2/10 Pt3
>> 3/10 Pt4
>> 4/10 Pt5
>> 5/10 Pt6
>> 6/10 Pt7
>> 7/10 Pt8
>> 8/10 Pt9
>> 9/10 PtA
>> 10/10 PtB
>> }
>>
>
>>
>> // the final shape
>> #declare TableLeg =
>> #declare ctr = 0;
>> union {
>> #while (ctr < 1)
>> object { TableLegSegment rotate z*0
>> translate TableLegShape (ctr)
>> }
>> #declare ctr = ctr + 0.00025;
>> #end
>> }
>
> Thank you, very good! :)
> But, 2 more question:
> sphere_sweep use spline point radius. This is transform scale from a point to a
> point.
> Example:
> sphere_sweep {
> linear_spline // spline type
> 4, /7 number of <x,y,z> points, radius
> <-1.50, 1.00,-0.5>, 0.25
> <-1.50, 0.00, 1>, 0.15
> < 0.50, 0.00, 0>, 0.35
> < 1.50, 0.50, 2>, 0.15
> 1.How it make in while?
if i'm understanding correctly ... load the values into an array
> 2.What define numbers in spline 0/10, 1/10 and so on???
trial and error ... i have home-made include file (splinelab) that helps
mark where the points are ... in this case the shape of a wrought iron
table leg
have a look at
http://wiki.povray.org/content/Documentation:Tutorial_Section_3#Spline_Based_Shapes
if you haven't already. that's were i got the idea for creating
splinelab to help with defining the curve. if by hand is too tedious for
you look at http://www.povray.org/ under POV-RAY related news ... i
posted a link there a while ago (lathe and prism utility)
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