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I'm looking to doing a "rounded box" kind of torus... basically instead
of the torus being perfectly round around the major axis (origin), I
would like it to travel in a rounded-square kind of path. The thickness
of the torus remains constant though.
Any clues or places to visit for info about how to do this?
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On Fri, 23 Apr 2004 03:42:30 -0600, "Sally" <bui### [at] NOSPAMyahoo com>
wrote:
> I'm looking to doing a "rounded box" kind of torus... basically instead
> of the torus being perfectly round around the major axis (origin), I
> would like it to travel in a rounded-square kind of path. The thickness
> of the torus remains constant though.
For sure you can do this with grid of triangles enclosed in mesh created
moving some crossection along some spline. This can be realized with
SweepSpline macro mentioned one post earlier or IIRC with
http://members.home.nl/seedseven/#MMMM
Circle can be also moved along spline using sphere_sweep{} object thought it
has limited types of spline. Rounded box can be also realized carefully
adjusting control points in
http://www-public.tu-bs.de:8080/~y0013390/pov/ic/docu02.html#Torus_Spline
ABX
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On Fri, 23 Apr 2004 03:42:30 -0600, Sally <bui### [at] NOSPAMyahoo com>
wrote:
> I'm looking to doing a "rounded box" kind of torus... basically instead
> of the torus being perfectly round around the major axis (origin), I
> would like it to travel in a rounded-square kind of path. The thickness
> of the torus remains constant though.
Is this
http://hem.bredband.net/b230591/povray/squared_torus.jpg
anything like what you're looking for?
It uses a macro i wrote long ago for creating rounded cylinders (back in
the 3.1 days). It does pretty much what Round_Cylinder from shapes.inc
does, but also supports a hole through the middle.
---
FE
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Perhaps the "supertorus" from shapes.inc is what you're looking for.
HTH,
Florian
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Fredrik Eriksson wrote:
> Is this
> http://hem.bredband.net/b230591/povray/squared_torus.jpg
> anything like what you're looking for?
>
> It uses a macro i wrote long ago for creating rounded cylinders (back in
> the 3.1 days). It does pretty much what Round_Cylinder from shapes.inc
> does, but also supports a hole through the middle.
I don't think that is what Sally wanted. Your macro alters the
minor_radius, Sally wanted to alter the shape of major_radius.
Severi
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"Sally" <bui### [at] NOSPAMyahoo com> wrote in message
news:4088e544$1@news.povray.org...
> I'm looking to doing a "rounded box" kind of torus... basically instead
> of the torus being perfectly round around the major axis (origin), I
> would like it to travel in a rounded-square kind of path. The thickness
> of the torus remains constant though.
>
> Any clues or places to visit for info about how to do this?
>
>
would a union of cylinders arranged in a square with a quarter of a torus
for each corner work? the larger the major radius of the partial torus, the
more torus-like the final object would be. the smaller, the more square-like
it is. maybe this isn't what you are looking for at all
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Yes, that would be one way of doing it, and probably the easiest to
understand. Of course, its also the least flexible if I need to change
it around later its much more difficult.
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I see I have found 3 different ways of doing it, the easiest is probably
supertorus... and this brings me to a more important question.
Is there some page on the internet that has a LARGER thumbnail list of
all the shapes and their easiest way to do them?
I know PovRay has some tiny thumbnails in its menu, with a few of the
common shapes, but it would be great to have a large thumbnail list of
dozens of basic and sortof-basic shapes and ways to achieve them.
Anyone?
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"Sally" <bui### [at] NOSPAMyahoo com> wrote in message
news:4089aa4b$3@news.povray.org...
>
> Is there some page on the internet that has a LARGER thumbnail list of
> all the shapes and their easiest way to do them?
Best I know of is probably going to be Friedrich Lohmueller's stuff at
http://www.f-lohmueller.de/pov_tut/pov__eng.htm
And his own macro capable of squared-off torus is at
http://www.f-lohmueller.de/pov_tut/macros/mymacr1e.htm
If he were to continue to build up that site to add all of the
already-included objects and abilities in the POV-Ray package I think it
would be the first place to visit for finding out all about POV, as well as
learning more to do with it beyond what's included.
Dr. Stefan Immel has the best POV-Ray thumbnail preview site I know of,
showing all images created from the included files.
http://caramel.oc.chemie.tu-darmstadt.de/lemmi/povray35.html
--
Bob H.
http://www.3digitaleyes.com
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PS, I forgot to mention the key to the list is that it would show the
SIMPLEST way to achieve a shape, sometimes there are many ways. I know
there are already many lists, for example isosurface, but the ones I see
don't mention when there are simpler alternatives to one of the objects.
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Strange, I tried an isosurface and the problem is the texture that is
showing. So I simplified the code to just a isosurface sphere and still
a problem. For example:
difference {
anyObjectHere
sphere { <0,0,0>, 1 }
}
works fine BUT
difference {
anyObjectHere
isosurface {
function { x*x + y*y + z*z - 1 }
max_gradient 4
contained_by{box{-3.5,+3.5}}
}
}
leads to the area being "cut out" by the isosurface is very dark. Aren't
the above 2 spheres equivilant?
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Found it, something about max_trace... sorry I jumped too quickly to
asking the newsgroup this time but hopefully someone else having that
problem will read this note and know its max_trace too :)
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On Fri, 23 Apr 2004 14:52:21 +0300, Severi Salminen
<sev### [at] NOT_THISsiba fi> wrote:
> I don't think that is what Sally wanted. Your macro alters the
> minor_radius, Sally wanted to alter the shape of major_radius.
Yes; it seems I misunderstood the question.
Allow me to retry:
Is this
http://hem.bredband.net/b230591/povray/squared_torus2.jpg
anything like what you (Sally) are looking for?
These are super-shapes with varying values of n1, n2 & n3 for the first
shape.
---
FE
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Fredrik Eriksson nous apporta ses lumieres ainsi en ce 2004/04/24
13:39... :
> On Fri, 23 Apr 2004 14:52:21 +0300, Severi Salminen
> <sev### [at] NOT_THISsiba fi> wrote:
>
>> I don't think that is what Sally wanted. Your macro alters the
>> minor_radius, Sally wanted to alter the shape of major_radius.
>
>
> Yes; it seems I misunderstood the question.
>
> Allow me to retry:
>
> Is this
> http://hem.bredband.net/b230591/povray/squared_torus2.jpg
> anything like what you (Sally) are looking for?
>
> These are super-shapes with varying values of n1, n2 & n3 for the
> first shape.
>
>
> ---
> FE
I think that's exactly the wanted shape
Alain
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bui### [at] NOSPAMyahoo com news:4089ff02@news.povray.org
> Found it, something about max_trace... sorry I jumped too quickly to
> asking the newsgroup this time but hopefully someone else having that
> problem will read this note and know its max_trace too :)
isosurface {
function { FUNCTION_ITEMS }
[...]
[max_trace INTEGER] | [all_intersections]
}
max_trace Isosurfaces can be used in CSG shapes since they are solid finite
objects - if not finite by themselves, they are through the cross section
with the container.
By default POV-Ray searches only for the first surface which the ray
intersects. But when using an isosurface in CSG operations, the other
surfaces must also be found. Therefore, the keyword max_trace must be added
to the isosurface statement. It must be followed by an integer value. To
check for all surfaces, use the keyword all_intersections instead.
With all_intersections POV-Ray keeps looking until all surfaces are found.
With a max_trace it only checks until that number is reached.
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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You could use csg also; a union of 2 rings (difference between 2 cylinders)
and 4 torus, but that 6 objects, not very efficient.
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Sorry, I missunderstood.
The code:
#local minorR = 1;
#local majorR = 3;
#local strW = 3;
// total width = strW + majorR*2 + minorR*2
// total height = minorR*2
#local SecObj =
difference{
#local LR = majorR;
#local sr = minorR;
#local Y0 = 0;
torus{LR, sr translate y*Y0 }
plane { <1,0,0>, 0 }
plane { <0,0,1>, 0 }
}
#local DesiredObj = union{
#local Count = 3;
#local I = 0;
#while ( I <= Count )
object{ SecObj translate<strW/2,0,strW/2> rotate y*90*I }
#local cylR = minorR;
#local cylW = strW;
cylinder{<-cylW/2, 0, 0> <cylW/2, 0, 0> cylR
translate<0,0,strW/2+majorR> rotate y*90*I }
#local I = I + 1;
#end
}
object{ DesiredObj }
produces this shape: http://www.geocities.com/fcmodelview/sqrtorus.jpg
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