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Oleguer Vilella wrote:
> Hello,
>
> I have to make shorter this membrane I don't know how can I do it. I also
> make an angle like a bridge I trayed with sine and cosine but, logically,
> it's doesn't work like I need. The code is:
...
> Please if someone can help me, replay in the group.
> I wait your ideas.
Oleguer, I don't understand what you are trying to achieve.
Maybe that is because I am not able to understand your
spanish(?) comments and because I know little about lipids
and membranes.
(Babelfish at http://www.infonegocio.com/oleguervm could
not help me much either ):
Please try to explain more. Do you have links to any images
that shows similar shapes to those that you are trying to
make ?
In order to make it easier for others in these news groups
to help, you should try to make your code more structured
and readable. I have done this with your code -> See below.
Remember that the sin() and cos() functions in POV-Ray
expects their arguments to be in radians, not degrees.
Tor Olav
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#version 3.6;
#include "colors.inc"
#include "textures.inc"
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#macro Make_Stuff(Stuff, How_Many)
#local Ample = -12;
#while (Ample < How_Many)
object {
Stuff
rotate <0, 0*Ample, 0>
translate <3*Ample, 0*cos(Ample/8), 0>
}
#local Ample = Ample + 1;
#end // while
#end // macro Make_Stuff
#macro Make_Many(Stuff, How_Many)
#local Fons = 0;
#while (Fons < How_Many)
object {
Stuff
translate <0, 0*sin(Fons/8), 3*Fons>
}
#local Fons = Fons + 1;
#end // while
#end // macro Make_Many
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#declare Finish =
finish {
ambient 0.2
diffuse 0.8
phong 1
}
#declare RedTexture =
texture {
pigment { color Red }
finish { Finish }
}
#declare WhiteTexture =
texture {
pigment { color White }
finish { Finish }
}
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#declare Blob =
blob {
threshold 0.1
sphere {
<0, 0, 0>, 2, 1
texture { RedTexture }
scale 0.8
}
cylinder {
<0.8, 0, 0>, <0.8, -5, 0>, 0.5, 1
texture { WhiteTexture }
scale 0.8
}
cylinder {
<-0.8, 0, 0>, <-0.8, -5, 0>, 0.5, 1
texture { WhiteTexture }
scale 0.8
}
}
#declare Lipid =
union {
object {
Blob
// rotate <0, 0, 0>
// translate <0, 14, 1>
}
object {
Blob
rotate <190, 0, 0>
translate <0, -8, -1>
}
translate <90, 0, 0>
scale 0 // Does not make sense. Read the warnings POV-Ray outputs.
scale <0, -0.78, 0>
}
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#declare Layer = union { Make_Stuff(Lipid, 100) }
union { Make_Many(Layer, 50) }
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
background { color White }
camera {
location <170, -11, -110>
look_at <180, -15, -16>
}
light_source {
<170, -30, -100>
color White
}
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
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