POV-Ray : Newsgroups : povray.newusers : Creating a partially elevated surface : Re: Creating a partially elevated surface Server Time
4 Sep 2024 20:12:07 EDT (-0400)
  Re: Creating a partially elevated surface  
From: hughes b
Date: 18 Aug 2002 03:09:02
Message: <3d5f480e@news.povray.org>

news:3d5ed459$1@news.povray.org...
>
> I want to create a surface whose edges are defined by the sides of two
> intersecting cylinders and a box but whose center is elevated. Is there a
> way to do this using CGI?
> The edges are in one plane and the shape resembles the top of a boat or
> perhaps a sword. It is essential that the edges of the new surface are in
> that same plane so it all fits nicely....

I think I just strained a neuron or two trying to imagine that shape. Must
be the top of boat, or sword with edges all on same plane I have trouble
with. CGI=CSG? ;-)

I have a feeling you might need to grab your nearest paint program and
sketch something to post at povray.binaries.images. I keep thinking of two
kinds of things, and then that part about elevated in the center throws me
off thinking you might be talking of a end to end curve rather than side to
side (if that makes any sense).

If it's only a pair of grooves, or two elongated depressions, with a flat
underside then I might know what you're asking for. If not.... better try
that picture or maybe someone else will come along here to envisions it as
you do. I'm no good with ASCII art otherwise I'd try to draw what I'm
thinking of.

You know what, maybe I'm being too complex. Please try rendering the
following and see if that's about it or not and advise of what is right or
wrong with it:

#declare WhatIsIt1=
intersection {
cylinder {-x,x,1 scale <1.001,0.25,1> translate -z/1.5}
cylinder {-x,x,1 scale <1.001,0.25,1> translate z/1.5}
box {-1,1 scale <1,0.5,1> translate -y/2.5}
 pigment {rgb 1}
}

#declare WhatIsIt2=
difference {
box {-1,1 scale <1,0.5,1> translate -y/2.5}
cylinder {-x,x,1 scale <1.001,0.25,1> translate -z/1.5}
cylinder {-x,x,1 scale <1.001,0.25,1> translate z/1.5}
 pigment {rgb 1}
}

//object {WhatIsIt1}

object {WhatIsIt2}

light_source {<1,2,3>,1}

camera {location 2 look_at 0}


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