POV-Ray : Newsgroups : povray.binaries.images : One of those twisted torii thingies - twisted_torus.jpg : Re: SV: One of those twisted torii thingies - twisted_torus.jpg Server Time
2 Oct 2024 08:16:40 EDT (-0400)
  Re: SV: One of those twisted torii thingies - twisted_torus.jpg  
From: Bill DeWitt
Date: 3 Jul 2000 15:41:27
Message: <3960ec67@news.povray.org>
"Bob Hughes" <per### [at] aolcom?subject=PoV-News:> wrote in message
news:3960c0b9@news.povray.org...
> Very good, in both size and quality.  The black&white turbulent gradient
for

I put it there to make the slightly lighter reflection in the original
image. But I scaled it wrong and when I saw the reflections I left it that
way.

BTW, here's the macro, excuse the clunkiness, it's salvaged from some of my
first efforts.

///////////////   Begin CIRCLECOIL   ///////////////////

#declare TURNS = 8;          // total number of sub-loops
#declare RADIUSX = .25;    // mess with these to make oblong CIRCLECOIL
#declare RADIUSZ = .25;    // or wider coils // minor radius of CIRCLECOIL
#declare MRADIUSX = 1.25; // major radius of CIRCLECOIL
#declare MRADIUSZ = 1.25; // major radius of CIRCLECOIL

#macro CIRCLECOIL ( TURNS, RADIUSX, RADIUSZ, MRADIUSX, MRADIUSZ )

blob {

#declare I = 0+clock;
#while ( I < 1+clock )
//
////////////  Sphere  /////////////////////////////////
sphere { < 0.0, 0.0, 0.0 > 0.5, 2
          scale < 0.5, 0.05, 0.5 >
          translate < sin(I*((2*TURNS)*pi))*RADIUSX,
                      0.0,
                      cos(I*((2*TURNS)*pi))*RADIUSZ >

          rotate    < 0.0, 0.0, 90-(I*360) >
          translate < sin(I*(2*pi))*MRADIUSX,
                      cos(I*(2*pi))*MRADIUSZ,
                      0.0 >
       }
///////////////////////////////////////  end Sphere

#declare I = I + 0.001; // decrease to make smoother but takes longer to
parse
#end

            } // end union CIRCLECOIL
 #end

object { CIRCLECOIL ( TURNS, RADIUSX, RADIUSZ, MRADIUSX, MRADIUSZ )
          rotate    < 90.0, 0.0, 0.0 >
          pigment   { rgb < 0.7, 0.8, 0.9 > }
          finish    { ambient 0.125 reflection 0.95 }
          } // end object


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