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Here is the final version of the #macro I did last
week; the smoother keyword is now working properly;
it fact, it works very well, and it allows to smooth the
wavy curves... One can adjust the number of waves
from 2 to "a very large number of waves".
Not very usefull, but worth the effort !
A lot of different Pov trig calculations inside
this macro; if some of you are interested, i will
post the code...
Alex P
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"F.Audet" wrote:
>
> Here is the final version of the #macro I did last
> week; the smoother keyword is now working properly;
> it fact, it works very well, and it allows to smooth the
> wavy curves... One can adjust the number of waves
> from 2 to "a very large number of waves".
> Not very usefull, but worth the effort !
> A lot of different Pov trig calculations inside
> this macro; if some of you are interested, i will
> post the code...
>
> Alex P
>
> ----------------------------------------------------------------------
I'm curious how you did it, but I can't think of where I would use it.
--
Dan Johnson
http://www.geocities.com/zapob
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Isn't it obvious? Look at the lower-right object. Voila! A slinkie! :-)
--
//Mahalis
camera{location<0,0.25,-2> look_at 0.5*y} #declare T=texture{pigment{crackle
scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}}
--
"Dan Johnson" <zap### [at] hotmail com> wrote in message
news:3BDCA7B1.128CA9B3@hotmail.com...
> "F.Audet" wrote:
> >
> > Here is the final version of the #macro I did last
> > week; the smoother keyword is now working properly;
> > it fact, it works very well, and it allows to smooth the
> > wavy curves... One can adjust the number of waves
> > from 2 to "a very large number of waves".
> > Not very usefull, but worth the effort !
> > A lot of different Pov trig calculations inside
> > this macro; if some of you are interested, i will
> > post the code...
> >
> > Alex P
> >
> > ----------------------------------------------------------------------
> I'm curious how you did it, but I can't think of where I would use it.
>
> --
> Dan Johnson
>
> http://www.geocities.com/zapob
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:--------------------------------------------------------------------
> I'm curious how you did it, but I can't think of where I would use it.
> --
> Dan Johnson
>
> http://www.geocities.com/zapo
I know; there is the main problem! May be it could be used as
a decorative elements... More of cartoon elements.
Anyway, the code will be on binaries.scene-files today.
Look for "Geo_Trigo_Code"
Alex P
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Since you often (although not always) post HTML, could you please adjust
your newsreader not to do this!
Interesting macro idea BTW, i just started to think how you would define
the shape of the stack on the right with an isosurface function, but i
soon decided i don't really want to know...
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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"F.Audet" wrote:
>
> I apologize, I did change it into the preferences now.
> Does it works ?
>
Yes, this time it does.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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