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I would like to use a torus with minor radius > major radius to connect 2
cylinder but here is the result when the minor radius > major radius.
The whole is not always visible.
Do you experimente this situation ?
Is there a way to avoid this whole ?
I post this message at ninaries images because for me it is easiest to to
explain my problem with an image
default { texture { pigment { rgb <1,0,0> } }}
background { color <0.737255, 0.737255, 0.870588> }
//**************************************************************************
***
camera{
location <4,-15,4>
sky < 0.00000, 0.00000, 1.00000> // Use right
handed-system
up < 0.0, 0.0, 1.0> // Where Z is up
right < 1.38192, 0.0, 0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
angle 54.40000 // Vertical 40.800
look_at 0 }
//**************************************************************************
***
light_source { // Light001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
translate <0,-110,-200> }
light_source { // Light001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
translate <0,-110,200> }
//**************************************************************************
***
plane { y, 30
texture { pigment { checker color red 0.5 green 0.5 blue 0.5 color red
0.847059 green 0.847059 blue 0.74902 }
finish { ambient 1 diffuse 0 }
scale 2 }
hollow }
//**************************************************************************
***
torus { 1 , 5 }
Post a reply to this message
Attachments:
Download 'temp.jpg' (14 KB)
Preview of image 'temp.jpg'
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On Sat, 2 Jun 2001 16:14:43 +0200, m.o.p.s wrote:
>I would like to use a torus with minor radius > major radius to connect 2
>cylinder but here is the result when the minor radius > major radius.
>The whole is not always visible.
>Do you experimente this situation ?
>Is there a way to avoid this whole ?
>
>I post this message at ninaries images because for me it is easiest to to
>explain my problem with an image
I don't really understand your problem here, but myabe this is the sort
of thing you're looking for, it takes a half torus and connects it to a
cylinder using two more torus sections:
union{
difference{
torus{2.5, 0.2}
box{<3,0.5,0>, <-3,-0.5,-3>}
} // End of Difference
#local Dummy_Corner_Arc =
difference{
torus{0.5, 0.2}
box{<1,0.5,0>,<-1,-0.5,-1>}
box{<0,0.5,1>,<1,-0.5,-1>}
} // End of Difference.
object{Dummy_Corner_Arc rotate y*-90 translate x*-2}
object{Dummy_Corner_Arc rotate y*180 translate x*2}
cylinder{<-2,0,-0.5>,<2,0,-0.5>,0.2 }
texture{pigment{Dummy_Body_Colour1}
finish{Dummy_Body_Finish}
}
scale <0.5,0.75,0.65>
rotate y*90
translate x*1
} // End of Union.
You'll have to change the texture to render this, hope it helps.
--
Cheers
Steve email mailto:ste### [at] zeroppsuklinuxnet
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
10:57pm up 120 days, 23:46, 2 users, load average: 1.00, 1.00, 1.00
Post a reply to this message
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"m.o.p.s" <m.o.p.s.@wanadoo.fr> wrote in message
news:3b18f485@news.povray.org...
> I would like to use a torus with minor radius > major radius to connect 2
> cylinder but here is the result when the minor radius > major radius.
> The whole is not always visible.
> Do you experimente this situation ?
> Is there a way to avoid this whole ?
You are witnessing a bug, I believe, with the torus object in POV-Ray
version 3.1g (also MegaPOV 0.7). What happens is that the inside/outside
becomes confused.
Bob H.
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Thank you for your answer, so i have to find a way that doesn't use such a
torus.
Thank for all
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On Sun, 3 Jun 2001 00:27:56 -0500, Bob H. wrote:
>You are witnessing a bug, I believe, with the torus object in POV-Ray
>version 3.1g (also MegaPOV 0.7). What happens is that the inside/outside
>becomes confused.
For what it's worth, this bug will be fixed in 3.5.
--
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbt 1}hollow interior{media{emission T}}finish{
reflection.1}}#end Z(-x-x.2y)Z(-x-x.4x)camera{location z*-10rotate x*90}
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