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Add this to your scene:
#for (N, 0, tau, tau/180)
#local X = FX (N);
#local Y = FY (N);
sphere {<X/4, Y/4, 0> 0.01 pigment {rgb y}}
cylinder {0, x 0.05 pigment {rgb z} rotate z*degrees(PHI (N)) translate <X/4,
Y/4, 0>}
#end
Then do the u/2 in the PHI calc
There's a clue in there for sure.
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