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I'm trying to make a coil of rope by revolving the 3.5 function
f_helix1 around an axis and I just can't seem to it right
Has anyone done this before?
#declare F_Helix=
function {f_helix1(x-1,y,z, 2, 20, 0.06, 0.04, 1, 1, 0)}
isosurface {
function {F_Helix(x,sqrt(y^2+z^2),z)}
max_gradient 2
contained_by {box {-3,3}}
pigment {White}
rotate y*45
}
Thanks
Gail
--
*************************************************************************
* gsh### [at] monotixcoza * Chaos, disorder and panic *
* http://www.rucus.ru.ac.za/~gail/ * My job here is done. *
*************************************************************************
* Just think of me as the storm before the calm Magic: The Gathering*
*************************************************************************
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Wasn't it Gail Shaw who wrote:
>I'm trying to make a coil of rope by revolving the 3.5 function
>f_helix1 around an axis and I just can't seem to it right
>
>Has anyone done this before?
>
Is this anything like what you ware attempting?
#declare F_Helix=
function{f_helix1(x,y,z, 2, 20, 0.06, 0.04, 1, 1, 0)}
isosurface {
function {F_Helix(f_r(x,y,z)-1, f_ph(x,y,z), z)}
max_gradient 10
contained_by {box {-1.5,1.5}}
pigment {rgb 1}
rotate y*45
}
--
Mike Williams
Gentleman of Leisure
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"Mike Williams" <mik### [at] nospamplease> wrote in message
news:lOg+MBA### [at] econymdemoncouk...
> Is this anything like what you ware attempting?
>
> #declare F_Helix=
> function{f_helix1(x,y,z, 2, 20, 0.06, 0.04, 1, 1, 0)}
>
> isosurface {
> function {F_Helix(f_r(x,y,z)-1, f_ph(x,y,z), z)}
> max_gradient 10
> contained_by {box {-1.5,1.5}}
> pigment {rgb 1}
> rotate y*45
> }
Perfect, Thank you.
I thought of polar, but didn't know about the functions for it.
Back to the docs...
Gail
--
*************************************************************************
* gsh### [at] monotixcoza * Chaos, disorder and panic *
* http://www.rucus.ru.ac.za/~gail/ * My job here is done. *
*************************************************************************
* Just think of me as the storm before the calm Magic: The Gathering*
*************************************************************************
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It can be improved by adding some ripples to the surface, to look like
the effect of individual fibres. I've used "-sin(x*300)*0.001 -
cos(z*300)*0.001" (where x will later become the polar co-ordinate r).
I can stop the rope twisting the opposite way at the top and bottom, by
using "z*(1-2*(x>0))". That's my way of achieving z*sign(x).
The "y+0.127" factor nearly fixes the continuity at the top and bottom,
but not quite.
#include "functions.inc"
#declare F_Helix=
function{f_helix1(x,y+0.127,z, 2, 20, 0.06, 0.04, 1, 1, 0)
-sin(x*300)*0.001 -cos(z*300)*0.001
}
#declare C1=<-1.2,-1.2,-0.15>;
#declare C2=< 1.2, 1.2, 0.15>;
isosurface {
function {F_Helix(f_r(x,y,z)-1, f_ph(x,y,z), z*(1-2*(x>0)))}
max_gradient 3
contained_by {box {C1,C2}}
pigment {rgb <1,.8,.5>}
rotate y*45
}
--
Mike Williams
Gentleman of Leisure
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