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Simon de Vet wrote:
> Incredible simple, but I think it looks rather nice...
Simple!?? NO! Those buttons look perfect. I have never yet figured out
how to model them. You've done the impossible. Can I have the code?
Hugo
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On Sat, 25 Nov 2000 22:15:35 -0400, Simon de Vet <sde### [at] istar ca>
wrote:
>Some things I made for a quentum mechanics project/website.
>
>Incredible simple, but I think it looks rather nice...
I love it, simple indeed and yet very stylish. Bravo!
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usa net
TAG e-mail : pet### [at] tag povray org
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Hugo wrote:
> Simon de Vet wrote:
>
> > Incredible simple, but I think it looks rather nice...
>
> Simple!?? NO! Those buttons look perfect. I have never yet figured out
> how to model them. You've done the impossible. Can I have the code?
Maybe.. I hate to dissapoint everyone, but the keys were modelled in
Rhino.
The trick is that the top surface of the key is not flat, but
cylindrically concave in the vertical direction. This makes a workd of
difference.
I'm sure the CSG expers out there can work out the filleting in POV.
Simon
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In article <3A22EF6F.87D94FC7@istar.ca>, sde### [at] istar ca wrote:
> I'm sure the CSG expers out there can work out the filleting in POV.
Forget about CSG...do it with isosurfaces. ;-)
Actually, may not be too difficult...
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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Chris Huff wrote:
>
> In article <3A22EF6F.87D94FC7@istar.ca>, sde### [at] istar ca wrote:
>
> > I'm sure the CSG expers out there can work out the filleting in POV.
>
> Forget about CSG...do it with isosurfaces. ;-)
> Actually, may not be too difficult...
Here's my attempt.
Tor Olav
--
mailto:tor### [at] hotmail com
http://www.crosswinds.net/~tok/tokrays.html
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#version unofficial MegaPov 0.5;
#include "colors.inc"
global_settings { ambient_light color White }
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
$ E = 6;
$ K = 1/10^4;
$ Ybar = function { (x^E + z^E)^(1/E) - 1 }
$ SphereFunction = function { x^2 + y^2 + z^2 }
isosurface {
function {
y/4
+Ybar(x ,y ,abs(z) - 0.05)
+K^(SphereFunction(x, y - 4.1, z/4) - 7.0)
+K^(10*y)
}
// max_gradient 20
method 1
contained_by { box { -<1.5, 0.5, 1.5>, <1.5, 2, 1.5> } }
pigment { color White }
}
// The contained_by box above may need to be adjusted
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
light_source {
<1, 4, -2>*10
color White
}
camera {
location <1, 3, -3>
look_at <0, 0.5, 0>
}
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
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That's a great iso-key, Tor!
I tried to make a computer keyboard early in 1998 and never finished it. No
characters on the keys or any
LEDs. All CSG, it didn't look so good at the distance shown in the attached image.
Bob
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Attachments:
Download 'cmputrkeybrd87.jpg' (23 KB)
Preview of image 'cmputrkeybrd87.jpg'
![cmputrkeybrd87.jpg](/povray.binaries.images/attachment/%3C3a23cdc7%40news.povray.org%3E/cmputrkeybrd87.jpg?preview=1)
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From: Tor Olav Kristensen
Subject: Re: Quantum Computer (my keyboard [~31K Jpg])
Date: 28 Nov 2000 13:59:19
Message: <3A23FFF6.27179227@online.no>
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"Bob H." wrote:
>
> That's a great iso-key, Tor!
Thank you Bob.
> I tried to make a computer keyboard early in 1998 and never finished it.
> No characters on the keys or any LEDs. All CSG, it didn't look so good
> at the distance shown in the attached image.
I wish that I could have patience to model things like these.
Tor Olav
--
mailto:tor### [at] hotmail com
http://www.crosswinds.net/~tok/tokrays.html
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Simon de Vet wrote:
> > Simple!?? NO! Those buttons look perfect. I have never yet figured out
> > how to model them. You've done the impossible. Can I have the code?
>
> Maybe.. I hate to dissapoint everyone, but the keys were modelled in
> Rhino.
>:|
:)
> The trick is that the top surface of the key is not flat, but
> cylindrically concave in the vertical direction. This makes a workd of
> difference.
>
> I'm sure the CSG expers out there can work out the filleting in POV.
hmm, looked easy to me ;)
When hand-coding complex CSGs, it really, really, really, really helps to
know your math!
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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> The trick is that the top surface of the key is not flat, but
> cylindrically concave in the vertical direction.
> I'm sure the CSG expers out there can work out the filleting in POV.
> Forget about CSG...do it with isosurfaces. ;-)
Well well... Yes, Tor Olav managed to make a real nice Iso-key...
Something I couldn't have done.. I tried some time ago..
Anyway, ISO's are slow, especially if one wants a whole key-board. And I
still would say, Simon de Vet's keys are the best... So, Simon, can we
talk you into sharing the Rhino-mesh with us? If you made a good
transfer it might be a small file.. :o)
I mean, now the key have been modelled, it is not necessary that I
struggle to model a similar one..
Hugo
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Simon de Vet <sde### [at] istar ca> writes:
> Some things I made for a quentum mechanics project/website.
>
> Incredible simple, but I think it looks rather nice...
It's incredibly realistic! At the first glance I thought that it was a photo
(and I like the idea, too).
Very good
Thomas
--
http://www.thomas.willhalm.de/ (includes pgp key)
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