POV-Ray : Newsgroups : povray.binaries.images : Re: Legs (14k) Server Time
20 Nov 2024 13:27:18 EST (-0500)
  Re: Legs (14k) (Message 1 to 2 of 2)  
From: Nico
Subject: Re: Legs (14k)
Date: 9 Sep 2003 14:19:22
Message: <3F5E19BD.10409@loria.fr>
Hi,

Here is the code I used for legs of the goban I posted here some time 
ago. It is based on isosurfaces but it's quite fast to render (~40s on a 
P900). You may probably want to play with scaling to get the exact 
"profile".

Hope this helps.

Nicolas

#version 3.5;
#include "colors.inc"
#include "woods.inc"
camera {
   location  <1.0, 1.5, -2.0>
   direction 1.5*z
   right     x*image_width/image_height
   look_at   <0.0, 0.5,  0.0>
}
background {rgb 1}
light_source {
   <0, 0, 0>
   color rgb <1, 1, 1>
   translate <-30, 30, -30>
}



// ********************************************************************
//  A sine sphere object
// ********************************************************************
#declare sine_sphere =
   isosurface {
     function {
       sqrt( x*x + y*y + z*z ) - .9
       + abs(sin( 4*atan2(x, z) )*0.1)
     }
     threshold 0
     accuracy 0.0001
     max_gradient 3
     contained_by {box {<-1,0,-1>, < 1, 1, 1>}}
   }

// ********************************************************************
// A sine cylinder object
// ********************************************************************
#declare sine_cylinder =
   isosurface {
     function {
       sqrt(x*x + z*z) - 0.9
       + abs(sin(4*atan2(x, z))*0.1)
     }
     threshold 0
     accuracy 0.0001
     max_gradient 3
     contained_by {box {<-1,0,-1>, < 1, 1, 1>}}
   }

// ********************************************************************
// The foot
// ********************************************************************
union {
     // Upper part
     object {
       sine_cylinder
       scale <1, .75, 1>
       translate y*2
     }
     object {
       sine_sphere
       scale <1, .75, 1>
       rotate x*180
       translate y*2
     }

     // Middle part
     object{
       sine_cylinder
       scale <.4,.5,.4>
       translate y*1
     }

     // Lower part
     difference {
       object {
         sine_sphere
         rotate x*180
         translate y*1
       }
       plane {y,.25}
     }
     object {
       sine_sphere
       scale <1,.25,1>
       translate y*1
     }

     translate y*-.25
     scale 1/2.5

     texture {T_Wood3}
   }


Post a reply to this message


Attachments:
Download 'foot.jpg' (15 KB)

Preview of image 'foot.jpg'
foot.jpg


 

From: Jettero Heller
Subject: Re: Legs (14k)
Date: 9 Sep 2003 16:03:51
Message: <slrnblscdl.l4j.povfan@corky.voltar-confed.org>
Holy smokes those are slick.  Almost what I wanted too.  I might
even just use them as is -- iff you don't mind.  Then I can be
done with these stupid things and move on...


In article <3F5### [at] loriafr>, Nico wrote:
> ago. It is based on isosurfaces but it's quite fast to render (~40s on a 
> P900). You may probably want to play with scaling to get the exact 


-- 
If riding in an airplane is flying, then riding in a boat is swimming.
47 jumps, 13.2 minutes of freefall, 27.3 ff vertical miles.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.