On 2021-02-10 6:58 PM (-4), Cousin Ricky wrote:
> I figured out how to model a flexible lamp neck using an isosurface. [SNIP]
>
> Now all I have to do is figure out how to aim it at a point_at. The
> trig is not straightforward because the light source is not at the tip
> of the neck.
I created a normal for draft or low LOD renders. Compare the attached
images to the neck of the lamp I posted in the thread "Another CSG scene":
https://news.povray.org/web.517a15b185775d2078641e0c0%40news.povray.org
Notice that the texture does not spiral. I had created that lamp for my
3rd generation prefab render rig, and it has a few other deficiencies:
it depends on a private include file; the light bulb surface brightness
is too low; and to make the math easier, I let the light source location
determine the length of the neck instead of the other way around. I'm
now working on a more general lamp macro.
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Attachments:
Download 'flexed_normal1.jpg' (45 KB)
Download 'flexed_normal2.jpg' (44 KB)
Preview of image 'flexed_normal1.jpg'
Preview of image 'flexed_normal2.jpg'
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