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Hello again!
Imagine wheel. Now imagine it cut in half. That is the shape I am trying to
get.
I was able to get that shape by using taking the difference of a sphere and
some cubes, but is there an easier way?
Below is an example of how I do it now, hopefully there is a better way
// file begin
#version 3.5;
#include "colors.inc"
#include "textures.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 5
}
// ----------------------------------------
camera {
location <5.5, 4, -20>
look_at <5.5, 4, -10>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1> // light's color
translate <-30, 30, -30>
}
// ----------------------------------------
plane { // checkered floor
y, -2.5
texture
{
pigment {
checker
color rgb 1
color blue 1
scale 0.5
}
finish{
diffuse 0.8
ambient 0.1
}
}
}
difference {
sphere { // reflective sphere
<5.5, 4, -10>, 2.5
texture {
Glass
scale 4 // Scale by the same amount in all
}
}
// bottom box
box {
<3, 1.5, -12.5>
<8, 4, -7.5>
texture {
Glass
scale 4 // Scale by the same amount in all
}
}
// front box
box {
<3, 4, -12.5>
<8, 6.5, -10.125>
texture {
Glass
scale 4 // Scale by the same amount in all
}
}
// back box
box {
<3, 4, -9.875>
<8, 6.5, -7.5>
texture {
Glass
scale 4 // Scale by the same amount in all
}
}
}
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On Mon, 2 Jun 2003 10:29:39 -0400, "Mario" <ant### [at] spamcopnet> wrote:
> Hello again!
>
> Imagine wheel. Now imagine it cut in half. That is the shape I am trying to
> get.
>
> I was able to get that shape by using taking the difference of a sphere and
> some cubes, but is there an easier way?
intersection{} of sphere{} and plane{} ?
> texture {
> Glass
> scale 4 // Scale by the same amount in all
> }
Out of curriosity what you expect from "scale 4" here ?
And since all components of difference{} have the same texture you could apply
it once at end of difference{} block.
ABX
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"ABX" <abx### [at] abxartpl> wrote in message
news:73omdv4t3jo38s0j0hpmb67p893hklsrcm@4ax.com...
> On Mon, 2 Jun 2003 10:29:39 -0400, "Mario" <ant### [at] spamcopnet>
wrote:
> > Hello again!
> >
> > Imagine wheel. Now imagine it cut in half. That is the shape I am
trying to
> > get.
> >
> > I was able to get that shape by using taking the difference of a sphere
and
> > some cubes, but is there an easier way?
>
> intersection{} of sphere{} and plane{} ?
I think that would be more like a hemisphere. What I wanted was a slice of
that. Hmm... like a lemon wedge slice or orange slice
>
> > texture {
> > Glass
> > scale 4 // Scale by the same amount in all
> > }
>
> Out of curriosity what you expect from "scale 4" here ?
I'm not sure....I think that was just copied from code somewhere else. Maybe
something off of the POVRay "Insert" submenu...
> And since all components of difference{} have the same texture you could
apply
> it once at end of difference{} block.
That's good to know! Thanks!
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On Mon, 2 Jun 2003 10:50:23 -0400, "Mario" <ant### [at] spamcopnet> wrote:
> I think that would be more like a hemisphere. What I wanted was a slice of
> that. Hmm... like a lemon wedge slice or orange slice
then put intersection between sphere and box, like:
intersection{
sphere{0 1}
box{<-.5,-1,-1><-.4,1,1>}
pigment{rgb 1}
}
ABX
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Maybe you should look at superellipsoids....
difference {
superellipsoid { <1, 0.5>
scale z/2
}
plane {y,0 rotate z*30}
plane {y,0 rotate -z*30}
pigment {Red}
rotate <0,45,0>
}
// ----- Tim Attwood -----
light_source{-10 color rgb 1}#local T=6*z-3*x;#local I=T;#local
M=0;#local A=
array[10]{1287709,43035510,7312399,36346003,50603446,6192184,12772732,33037915,
41777870,42384480}union{#while(M<99)#local
N=int(mod(A[div(M,10)]/pow(6,(9-mod(
M,10))),6));#local
I=I+((N=0)-(N=1))*y/2+((N=3)-(N=2))*x/2;#if(N=4)sphere{T.1}
cylinder{T,I,.1}#end#local T=((N>3)?I:T);#local M=M+1;#end pigment{rgb x+y}}
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