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2 Aug 2024 00:11:48 EDT (-0400)
  Tessellations (Message 11 to 14 of 14)  
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From: alphaQuad
Subject: Re: Tessellations
Date: 18 Mar 2008 18:55:00
Message: <web.47e0551454e7baaebc412700@news.povray.org>
"Russell Towle" <rto### [at] inreachcom> wrote:

> Unusual to see triangular bipyramids.

DualTetrahedron
//stacks
#declare Vmin=0;
#declare Vmax=pi;
//slices
#declare Umin=0;
#declare Umax=pi*2;
#declare Fx = function(u,v) { sin(u) * sin(v) }
#declare Fy = function(u,v) { cos(v) }
#declare Fz = function(u,v) { cos(u) * sin(v) }
spheroid(.8, 0.0, -0.5, 0.0,2,3,Fx,Fy,Fz,0)

spheroid_dome.inc required at this point which does several things over
Parametric().


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From: Tim Attwood
Subject: Re: Tessellations
Date: 18 Mar 2008 22:02:05
Message: <47e0822d@news.povray.org>
> Using an array of textures is not difficult:

#include "colors.inc"
#include "arrays.inc"

#declare color_list = array[100] {Red, Green, Blue, Yellow, Cyan, Magenta,
   Aquamarine, BlueViolet, Brown, CadetBlue, Coral, CornflowerBlue,
   DarkGreen, DarkOliveGreen, DarkOrchid, DarkSlateBlue, DarkSlateGray,
   DarkSlateGrey, DarkTurquoise, Firebrick, ForestGreen, Gold, Goldenrod,
   GreenYellow, IndianRed, Khaki, LightBlue, LightSteelBlue, LimeGreen,
   Maroon, MediumAquamarine, MediumBlue, MediumForestGreen, MediumGoldenrod,
   MediumOrchid, MediumSeaGreen, MediumSlateBlue, MediumSpringGreen,
   MediumTurquoise, MediumVioletRed, MidnightBlue, Navy, NavyBlue, Orange,
   OrangeRed, Orchid, PaleGreen, Pink, Plum, Salmon, SeaGreen, Sienna,
   SkyBlue, SlateBlue, SpringGreen, SteelBlue, Tan, Thistle, Turquoise,
   Violet, VioletRed, Wheat, YellowGreen, SummerSky, RichBlue, Brass, 
Copper,
   Bronze, Bronze2, Silver, BrightGold, OldGold, Feldspar, Quartz, Mica,
   NeonPink, DarkPurple, NeonBlue, CoolCopper, MandarinOrange, LightWood,
   MediumWood, DarkWood, SpicyPink, SemiSweetChoc, BakersChoc, Flesh, 
NewTan,
   NewMidnightBlue, VeryDarkBrown, DarkBrown, DarkTan, GreenCopper,
   DkGreenCopper, DustyRose, HuntersGreen, Scarlet, Med_Purple, 
Light_Purple,
   Very_Light_Purple };

#declare S = seed(1);
object {
   Foo
   pigment {Rand_Array_Item(color_list, S)}
}


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From: Russell Towle
Subject: Re: Tessellations
Date: 19 Mar 2008 08:50:01
Message: <web.47e1196054e7baae7fa641940@news.povray.org>
"Tim Attwood" <tim### [at] comcastnet> wrote:
> > Using an array of textures is not difficult:
>
> #include "colors.inc"
> #include "arrays.inc"
>
> #declare color_list = array[100] {Red, Green, Blue, Yellow, Cyan, Magenta,
>    Very_Light_Purple };
>
> #declare S = seed(1);
> object {
>    Foo
>    pigment {Rand_Array_Item(color_list, S)}
> }

I see, thank you, that would work very well. I think what I imagined was exactly
like that except I hoped that the long list of predefined colors in colors.inc
existed as a string or array already so I would not have to copy and paste into
my own array declaration.

Your method above is much the same as I use for these tilings in Mathematica,
for I have fallen into the habit of sorting the tiles by surface area into
subsets, and sometimes there are very many of them. These colors help eke out
the symmetries of the tiling, or possibly, the lack of symmetries.


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From: Tim Attwood
Subject: Re: Tessellations
Date: 19 Mar 2008 11:55:20
Message: <47e14578@news.povray.org>
> I see, thank you, that would work very well. I think what I imagined was 
> exactly
> like that except I hoped that the long list of predefined colors in 
> colors.inc
> existed as a string or array already so I would not have to copy and paste 
> into
> my own array declaration.
>
> Your method above is much the same as I use for these tilings in 
> Mathematica,
> for I have fallen into the habit of sorting the tiles by surface area into
> subsets, and sometimes there are very many of them. These colors help eke 
> out
> the symmetries of the tiling, or possibly, the lack of symmetries.

Yeah, it's not very concise, but on the other hand it lets
you exclude some colors, like all the grays.


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