POV-Ray : Newsgroups : povray.advanced-users : How to duplicate objects along a path/curve or spline... (!?) Server Time
1 Nov 2024 17:21:25 EDT (-0400)
  How to duplicate objects along a path/curve or spline... (!?) (Message 1 to 6 of 6)  
From:  Light Beam 
Subject: How to duplicate objects along a path/curve or spline... (!?)
Date: 22 Apr 2002 13:48:34
Message: <3cc44cf2$1@news.povray.org>
Can somobody know how to duplicate a number of 'n' objects along a path
(spline) ? And also made a mesh object that follow it... (like a road) !?


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From: Rune
Subject: Re: How to duplicate objects along a path/curve or spline... (!?)
Date: 22 Apr 2002 14:42:06
Message: <3cc4597e$1@news.povray.org>
_Light_Beam_ wrote:
> Can somobody know how to duplicate a number of 'n'
> objects along a path (spline) ? And also made a mesh
> object that follow it... (like a road) !?

I presume you are using POV-Ray 3.5.

You might find inspiration in this scene file included with POV-Ray 3.5:
scenes\animations\splinefollow\splinefollow.pov

It doesn't show how to make a mesh object follow a spline, but you might
get enough clues to figure something out... :)

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:  http://rsj.mobilixnet.dk (updated Apr 14)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring:  http://webring.povray.co.uk


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From: David Wallace
Subject: Re: How to duplicate objects along a path/curve or spline... (!?)
Date: 24 Apr 2002 15:23:50
Message: <3cc70646@news.povray.org>
Actually what I want to do make a realistic "tube" follow a spline.

#macro PointSpline(spl,dst,ps)
 #local st = spl(dst);
 #local dr = vnormalize(spl(dst+1e-4)-spl(dst-1e-4));
 //#debug concat("Calculating <",vstr(3,dr,",",0,4),">.\n")
 #local theta = degrees(atan2(dr.x,dr.z));
 #local phi = degrees(asin(dr.y));
  #local Pt0 = st+vrotate(ps,<phi,theta,0>);
  Pt0
#end

// point function
#macro pnt(i, j, p, q, spl)
 #local mrad = rad1*j+rad0*(vMax-j);
 #local irad = 0.85 + 0.10*sin(i*5) + (p-.5)*.05;
 #local pt0 = <cos(i),sin(i),0>*mrad*irad;

 PointSpline(spl,j,pt0)
#end

I tried many different tactics and cannot yet get a tube without a serious
"twizzle stick" issue.

"Rune" <run### [at] mobilixnetdk> wrote in message
news:3cc4597e$1@news.povray.org...
> _Light_Beam_ wrote:
> > Can somobody know how to duplicate a number of 'n'
> > objects along a path (spline) ? And also made a mesh
> > object that follow it... (like a road) !?
>
> I presume you are using POV-Ray 3.5.
>
> You might find inspiration in this scene file included with POV-Ray 3.5:
> scenes\animations\splinefollow\splinefollow.pov
>
> It doesn't show how to make a mesh object follow a spline, but you might
> get enough clues to figure something out... :)
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> Rune's World:  http://rsj.mobilixnet.dk (updated Apr 14)
> POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
> POV-Ray Ring:  http://webring.povray.co.uk
>
>


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From:
Subject: Re: How to duplicate objects along a path/curve or spline... (!?)
Date: 25 Apr 2002 02:20:53
Message: <a08fcugn25s28aor94176g08hmkl9mssoa@4ax.com>
On Wed, 24 Apr 2002 15:26:52 -0400, "David Wallace" <dar### [at] earthlinknet>
wrote:
> Actually what I want to do make a realistic "tube" follow a spline.

Have you tride sphere_sweep ?

ABX


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From: David Wallace
Subject: Re: How to duplicate objects along a path/curve or spline... (!?)
Date: 16 May 2002 01:30:56
Message: <3ce34410@news.povray.org>
Sphere_sweep is ok for simple tubes (radius depends on u but not v).  Then
there are times when you want complex results like pigment displacement
mapping on a tube.  I can pull that off with my macro-based surface if the
twizzles don't hit too hard.


news:a08fcugn25s28aor94176g08hmkl9mssoa@4ax.com...
> On Wed, 24 Apr 2002 15:26:52 -0400, "David Wallace"
<dar### [at] earthlinknet>
> wrote:
> > Actually what I want to do make a realistic "tube" follow a spline.
>
> Have you tride sphere_sweep ?
>
> ABX


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From: Christopher Johnson
Subject: Re: How to duplicate objects along a path/curve or spline... (!?)
Date: 16 May 2002 19:14:29
Message: <3ce43d55@news.povray.org>
How about using a sphere sweep to define the basic shape of the object.  Use
that sweep in a object pigment pattern.  Add turbulence to the resulting
pigment and then use evel_pigment to pickout points on the surface.  I have
a file that uses a similar technique, just have to find it if this is
something that would help.  It's vaguely similar to isosurfaces but I find
it a little more useful and faster to be able to visualize the object as a
pigment first.

Chris Johnson.


"David Wallace" <dar### [at] earthlinknet> wrote in message
news:3ce34410@news.povray.org...
> Sphere_sweep is ok for simple tubes (radius depends on u but not v).  Then
> there are times when you want complex results like pigment displacement
> mapping on a tube.  I can pull that off with my macro-based surface if the
> twizzles don't hit too hard.
>


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