POV-Ray : Newsgroups : moray.win : Simple box with beveled edges in Moray Server Time
3 Jul 2024 00:41:05 EDT (-0400)
  Simple box with beveled edges in Moray (Message 1 to 4 of 4)  
From: Mitchell Waite
Subject: Simple box with beveled edges in Moray
Date: 17 Jan 2002 18:46:56
Message: <3c476270@news.povray.org>
Friends:

I would like to put a 45 degree bevel on the edges of my box. I thought of
using 4 planes to cut the edges but the material does not look correct when
its rendered. Plus that is not very elegant. Is there a simple trick to
doing this?

thanks

Mitch


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From: Lutz Kretzschmar
Subject: Re: Simple box with beveled edges in Moray
Date: 18 Jan 2002 06:05:46
Message: <j10g4uoti6i4qk9mdb2ncav3s2jv0ijost@4ax.com>
Hi Mitchell Waite, you recently wrote in moray.win:

> I would like to put a 45 degree bevel on the edges of my box. 
There's a number of ways.

You could intersect four cubes. One as the base, the other three
rotated by 45 degrees, each around a different axis. Those three
should be scaled a bit in the axis around which they're rotated to
avoid coincident surface problems...

You could make a linear translational sweep and use the Bevel slider
and then intersect that with a single cube rotated around Z to bevel
the four vertical edges.

You could use a difference to cut the 12 edges off a cube by using 12
cubes rotated and placed accordingly. Not very efficient.

- Lutz
  email : lut### [at] stmuccom
  Web   : http://www.stmuc.com/moray


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From: Mitchell Waite
Subject: Re: Simple box with beveled edges in Moray
Date: 18 Jan 2002 10:15:11
Message: <3c483bff$1@news.povray.org>
Thanks for a very informed and helpful response Lutz. I used step 2, a
linear translational sweep. But I did not do the intersection of the single
cube  rotated around the Z axis, instead I just enabled the bevel feature.
(I use a single box to make a cut out in the middle of my base.) The problem
is that I can't seem to see how to control the angle of the bevel once I
scale the sweep to a full rectangle. Is your interesecting cube idea a way
around that, or can I adjust those control points to get the bevel the way I
want it?

#declare new_base = object {
  new_base_Raw
  material {
    pop_wood
  }
  scale <-264.636932, -341.753265, -41.044865>
  rotate -180.0*z
  translate  <-15.146989, 34.915226, -50.417278>
}
difference { // bevel_base
  object { new_base }
  box { // base_cutout
    <-1, -1, -1>, <1, 1, 1>
    material {
      pop_wood
    }
    scale <243.20993, 308.392822, 14.846091>
    translate  <-11.067964, 36.703621, -56.991131>
  }
}



"Lutz Kretzschmar" <lut### [at] stmuccom> wrote in message
news:j10g4uoti6i4qk9mdb2ncav3s2jv0ijost@4ax.com...
> Hi Mitchell Waite, you recently wrote in moray.win:
>
> > I would like to put a 45 degree bevel on the edges of my box.
> There's a number of ways.
>
> You could intersect four cubes. One as the base, the other three
> rotated by 45 degrees, each around a different axis. Those three
> should be scaled a bit in the axis around which they're rotated to
> avoid coincident surface problems...
>
> You could make a linear translational sweep and use the Bevel slider
> and then intersect that with a single cube rotated around Z to bevel
> the four vertical edges.
>
> You could use a difference to cut the 12 edges off a cube by using 12
> cubes rotated and placed accordingly. Not very efficient.
>
> - Lutz
>   email : lut### [at] stmuccom
>   Web   : http://www.stmuc.com/moray


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From: Lutz Kretzschmar
Subject: Re: Simple box with beveled edges in Moray
Date: 18 Jan 2002 12:09:36
Message: <telg4uoejv0lbdeiq0vbdaoibdatqug0q2@4ax.com>
Hi Mitchell Waite, you recently wrote in moray.win:

> is that I can't seem to see how to control the angle of the bevel once I
> scale the sweep to a full rectangle. 
Hmmm, not sure I understand. Are you saying that you scale the
translational sweep? If you do this, you need to scale it uniformly
(all scale components must be the same) otherwise the bevel will not
be 45 degrees. 
If the cutout is not rectangular, you need to use the Sweep Editor to
make the translational sweep the final shape of the cutout, or at
least it should have the correct 'aspect ratio' so that you do final
uniform scaling to place it properly.

You would have the same problem with the other methods.

Why are the scale numbers on new_base negative?

- Lutz
  email : lut### [at] stmuccom
  Web   : http://www.stmuc.com/moray


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