POV-Ray : Newsgroups : povray.binaries.scene-files : Re: Turning a spline into a smooth "sphere-sweep" mesh... Server Time
2 Sep 2024 00:13:38 EDT (-0400)
  Re: Turning a spline into a smooth "sphere-sweep" mesh... (Message 1 to 3 of 3)  
From: Mike Williams
Subject: Re: Turning a spline into a smooth "sphere-sweep" mesh...
Date: 16 Nov 2003 04:04:30
Message: <3fb73d9e@news.povray.org>
Now that we're using a mesh rather than a real sphere_sweep there's no
reason why we should limit ourselves to having a circular cross section.

In this macro I use an additional spline to describe the shape of the cross
section.


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Attachments:
Download 'SweepSpline.ZIP' (5 KB)

From: Leo
Subject: Re: Turning a spline into a smooth "sphere-sweep" mesh...
Date: 8 Jan 2004 19:10:01
Message: <web.3ffdf0518791e0312e8550c00@news.povray.org>
Mike Williams wrote:
>Now that we're using a mesh rather than a real sphere_sweep there's no
>reason why we should limit ourselves to having a circular cross section.
>
>In this macro I use an additional spline to describe the shape of the cross
>section.
>
This is beautiful!  Thanks for posting it.

Is it simple to change this a bit to make the cross-section of the swept
object constant when taking a slice through the object parallel to a
specific plane (e.g. x,z)?  Currently the cross-section is constant when
taking a slice through the plane normal to the USpline (path of sweep).

The result would be a bit more caligraphic...the sweep would be 'thinner'
when going certain directions than others.

Thanks,
Leo


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From: Mike Williams
Subject: Re: Turning a spline into a smooth "sphere-sweep" mesh...
Date: 9 Jan 2004 00:27:39
Message: <sUwoaJADvj$$Ewps@econym.demon.co.uk>
Wasn't it Leo who wrote:
>Mike Williams wrote:
>>Now that we're using a mesh rather than a real sphere_sweep there's no
>>reason why we should limit ourselves to having a circular cross section.
>>
>>In this macro I use an additional spline to describe the shape of the cross
>>section.
>>
>This is beautiful!  Thanks for posting it.
>
>Is it simple to change this a bit to make the cross-section of the swept
>object constant when taking a slice through the object parallel to a
>specific plane (e.g. x,z)?  Currently the cross-section is constant when
>taking a slice through the plane normal to the USpline (path of sweep).
>
>The result would be a bit more caligraphic...the sweep would be 'thinner'
>when going certain directions than others.

I think that what you're describing is the default behaviour of an
isosurface spline, like all the ones on this page and the page before it

<http://www.econym.demon.co.uk/isotut/splines.htm>

The effect isn't very pronounced in these images, but you can probably
make it out in the right of the Bent Prism image.

-- 
Mike Williams
Gentleman of Leisure


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