POV-Ray : Newsgroups : povray.newusers : Accuracy with parametric: An infinite car garage : Re: Accuracy with parametric: An infinite car garage Server Time
27 Apr 2024 04:34:02 EDT (-0400)
  Re: Accuracy with parametric: An infinite car garage  
From: Thomas de Groot
Date: 25 Oct 2014 07:23:30
Message: <544b8832$1@news.povray.org>
On 24-10-2014 16:38, Thomas de Groot wrote:
> The most difficult to control imo is the isosurface. Some more
> documentation in addition to the POV-Ray docs and Mike Williams'
> explanation (http://www.econym.demon.co.uk/isotut/builtin1.htm) would be
> welcome in fact.

Much easier is using Tim Attwood's spring.inc macro, to be found in the 
Object Collection.

//---------------------------------------------------------------------------
#include "functions.inc"

union {
   difference {
     cylinder {
       <0,0,0>,<0,0.10,0>, 1.00
       scale <1,1,1> rotate<0,0,0> translate<0,0,0>
     }

     difference {
       prism {
         -0.01, 0.11, 4
         <-0.50, 0.00>, // first point
         < 0.50, 0.00>,
         < 0.00,-1.00>,
         <-0.50, 0.00>  // last point = first point !!!
         scale <1.00, 1.00, 1.00>
         rotate <0,0,0>
         translate <0.00, 0.00, 1.00>
       }
       cylinder {
         <0,-0.2,0>,<0,0.12,0>, 0.50
         scale <1,1,1> rotate<0,0,0> translate<0,0,0>
       }
     } //end of difference

     rotate 27*y
   } //end of difference

   #include "spring.inc"

   // The spring is created with it's base on the origin, oriented on 
the +X axis
   // U and V are the rectangular width and height of the spring wire
   // X_Length is the overall length of the spring
   // Radius is the radius of the spring
   // Coils is the number of turns the spring makes (fractional numbers 
are OK)
   // Rez is the approximate number of desired triangles in the mesh.

   object {
     // U, V, length, radius, coils, rez
     Spring (0.1, 0.5, 1, 1.0, 0.5, 5000)
     /*texture {
       pigment {color rgb <1,1,0.2> }
       normal  {bumps 0.1 scale <0.005,0.005,0.005>}
       finish  { phong 0.5 reflection{ 0.00 metallic 0.00} }
     }*/
     rotate 90*z
     rotate 90*y
     translate <0,0,0>
   } 


   texture {
     pigment {color rgb <1,1,0.8> }
     normal  {bumps 0.1 scale <0.005,0.005,0.005>}
     finish  { phong 0.5 reflection{ 0.00 metallic 0.00} }
   }

   rotate 160*y
} //end of union
//---------------------------------------------------------------------------

Thomas


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