POV-Ray : Newsgroups : povray.binaries.images : Cloaking On Server Time
31 Oct 2024 19:38:51 EDT (-0400)
  Cloaking On (Message 1 to 6 of 6)  
From: Melody
Subject: Cloaking On
Date: 9 Nov 2019 02:20:01
Message: <web.5dc667d2b372ddc29da690110@news.povray.org>
spaced points on bezier curves, long story.


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From: JimT
Subject: Re: Cloaking On
Date: 11 Nov 2019 16:00:13
Message: <web.5dc94e574508bdfbe7517870@news.povray.org>
"Melody" <nomail@nomail> wrote:
> spaced points on bezier curves, long story.

I would very much like to hear the long story.

Thanks,

JimT


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From: Melody
Subject: Re: Cloaking On
Date: 11 Nov 2019 17:40:01
Message: <web.5dc9e2cb4508bdf9da690110@news.povray.org>
"JimT" <nomail@nomail> wrote:
> I would very much like to hear the long story.

oh u like headaches then? once you get thinking, there's no stopping you and no
telling what you did, aside from the few comments you've made.

bezier perimeter and a top curve = half a walnut shell.
(just invert and y scaled for a bottom half)

evenly space points along these lines
calculate normals and write the mesh
define faces in quads and triangles and define indices
strip edges define union of surfaces .... blah blah

sweep_pnts_array(0.24,0.001,bezier_length(ship_prim)/(79+1)+.0005,ship_prim,0)
sweep_pnts_arrayxy(0.24,0.001,bezier_length(ship_top)/(39+1)+.0005,ship_top,1)
bezierPrismQ(0,0,1.2,1,-90,14,0,1)  //extrudHeight,,,,,slices,sub-edges,close
define number of edges and faces

ship.pov
#include "triangulation.inc"
#include "spheroid_dome.inc"
#include "bezier2.inc"

if you really want to play with it, I'll zip and post the files


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From: Bald Eagle
Subject: Re: Cloaking On
Date: 11 Nov 2019 17:50:00
Message: <web.5dc9e57a4508bdf4eec112d0@news.povray.org>
"Melody" <nomail@nomail> wrote:


> oh u like headaches then?

It becomes kind of obvious after a while.  :D
We have a number of such individuals here, if you sift through the archives...

> bezier perimeter and a top curve = half a walnut shell.
> (just invert and y scaled for a bottom half)
>
> evenly space points along these lines
> calculate normals and write the mesh
> define faces in quads and triangles and define indices
> strip edges define union of surfaces .... blah blah

Oh yeah - you know THAT looks like a good time.

> if you really want to play with it, I'll zip and post the files

He does!  He does!
Having done a - similar but somewhat less ambitious project, I wouldn't mind
looking through it as well.


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From: Melody
Subject: Re: Cloaking On
Date: 11 Nov 2019 18:15:01
Message: <web.5dc9eadc4508bdf9da690110@news.povray.org>
incorrect estimated normal calculation, says .3 hrs. dont panic, total render
time: one minute. runs out of the box, it seems. unless there was something in
my include folder. web.5dc9eab6f09930629da690110@news.povray.org


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From: Melody
Subject: Re: Cloaking On
Date: 12 Nov 2019 04:40:01
Message: <web.5dca7b254508bdf9da690110@news.povray.org>
method description one might say,
determine distance between points, len/nPnts.
use the bezier function interatively
until distance achieved for each next point.
== Points of equal distance on a bezeier curve.


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