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Hi all,
I've drawn up a hollow spherical shell, and have a thin cylinder poking through
it like a straw. I want to highlight just the intersection spots where this
cylinder meets the shell. My code looks like this:
intersection
{
sphere{<0,0,0>,4 hollow
}
cylinder{PStart,PEnd,0.5 open
}
texture{
pigment{color Green transmit 0}
finish{ambient 0.5 phong 0.5}
}
}
When I run this, it appears that the sphere is always treated like a solid
object -- I can get the cylinder inside the sphere, or outside if I use
"inverse", but not the true intersection points. Deleting "hollow" doesn't
change the behavior. What should I do differently?
Thanks!
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"thisroad" <nomail@nomail> wrote:
> When I run this, it appears that the sphere is always treated like a solid
> object -- I can get the cylinder inside the sphere, or outside if I use
> "inverse", but not the true intersection points. Deleting "hollow" doesn't
> change the behavior. What should I do differently?
What about this?
sphere{<0,0,0>,4
clipped_by{
cylinder{PStart,PEnd,0.5}
}
pigment{rgb y}
}
......
- Ricky
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From: Zeger Knaepen
Subject: Re: Intersection of cylinder and spherical shell
Date: 14 Feb 2008 18:27:09
Message: <47b4ce4d@news.povray.org>
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read the manual, hollow only has meaning if you're using media or fog
why is that keyword so hard to understand? seems like every beginner gets it
wrong.
Maybe for POV-Ray 4 it should be replaced by something more self-explaining,
something like "atmosphere on" or so, dunno
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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Triple_R, thanks for the input! I'll play around with that and see what
happens. It seems like there would be a simple way to create this -- maybe
differencing this sphere with one that's marginally smaller would work.
Zeger, I've read the manual and, in fact, am using 'hollow' precisely because
there's fog in the scene.
"triple_r" <rre### [at] hotmailcom> wrote:
> "thisroad" <nomail@nomail> wrote:
>
> > When I run this, it appears that the sphere is always treated like a solid
> > object -- I can get the cylinder inside the sphere, or outside if I use
> > "inverse", but not the true intersection points. Deleting "hollow" doesn't
> > change the behavior. What should I do differently?
>
>
> What about this?
>
> sphere{<0,0,0>,4
> clipped_by{
> cylinder{PStart,PEnd,0.5}
> }
> pigment{rgb y}
> }
> ......
>
> - Ricky
"Zeger Knaepen" <zeg### [at] povplacecom> wrote:
> read the manual, hollow only has meaning if you're using media or fog
>
> why is that keyword so hard to understand? seems like every beginner gets it
> wrong.
>
> Maybe for POV-Ray 4 it should be replaced by something more self-explaining,
> something like "atmosphere on" or so, dunno
>
> cu!
> --
> #macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
> sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
> #end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
> _(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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From: Warp
Subject: Re: Intersection of cylinder and spherical shell
Date: 15 Feb 2008 03:07:51
Message: <47b54857@news.povray.org>
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thisroad <nomail@nomail> wrote:
> sphere{<0,0,0>,4 hollow
'hollow' does not affect geometry. It's a keyword related exclusively
to media and fog, nothing else. If there is no media/fog, 'hollow' is a
no-op.
--
- Warp
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From: Warp
Subject: Re: Intersection of cylinder and spherical shell
Date: 15 Feb 2008 03:09:58
Message: <47b548d6@news.povray.org>
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Zeger Knaepen <zeg### [at] povplacecom> wrote:
> why is that keyword so hard to understand? seems like every beginner gets it
> wrong.
Not only that, 'hollow' is often used as a cure-all remedy for every
possible imaginable problem people encounter. For example, I have seen
it suggested when someone had problems with rendering artifacts with an
isosurface.
--
- Warp
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From: Chris B
Subject: Re: Intersection of cylinder and spherical shell
Date: 15 Feb 2008 03:46:31
Message: <47b55167@news.povray.org>
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"thisroad" <nomail@nomail> wrote in message
news:web.47b4fdb672c7bea14915bbf10@news.povray.org...
> Triple_R, thanks for the input! I'll play around with that and see what
> happens. It seems like there would be a simple way to create this --
> maybe
> differencing this sphere with one that's marginally smaller would work.
>
If you want to see the two rings where the surfaces of the sphere and the
cylinder touch you'll need to give them some thickness. Yes, you can do this
for the sphere by differencing a smaller sphere. You can do the same for the
cylinder by differencing it with another cylinder of a smaller radius.
intersection {
difference {
sphere {...} // Big Sphere
sphere {...} // Smaller Sphere
}
difference {
cylinder {...} // Big Cylinder
cylinder {...} // Smaller Cylinder
}
}
You shouldn't need the 'open' keyword on the cylinder.
Regards,
Chris B.
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From: Arne Kleinophorst
Subject: Re: Intersection of cylinder and spherical shell
Date: 15 Feb 2008 04:40:30
Message: <47b55e0e@news.povray.org>
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Maybe this would be clearer if the keyword wouldn't be hollow but
something else. 'Hollow' does have a meaning which simply doesn't fit
its purpose.
just my 2 cents
Warp schrieb:
> thisroad <nomail@nomail> wrote:
>> sphere{<0,0,0>,4 hollow
>
> 'hollow' does not affect geometry. It's a keyword related exclusively
> to media and fog, nothing else. If there is no media/fog, 'hollow' is a
> no-op.
>
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Chris B nous apporta ses lumieres en ce 2008/02/15 03:44:
> "thisroad" <nomail@nomail> wrote in message
> news:web.47b4fdb672c7bea14915bbf10@news.povray.org...
>> Triple_R, thanks for the input! I'll play around with that and see what
>> happens. It seems like there would be a simple way to create this --
>> maybe
>> differencing this sphere with one that's marginally smaller would work.
>>
>
> If you want to see the two rings where the surfaces of the sphere and the
> cylinder touch you'll need to give them some thickness. Yes, you can do this
> for the sphere by differencing a smaller sphere. You can do the same for the
> cylinder by differencing it with another cylinder of a smaller radius.
>
> intersection {
> difference {
> sphere {...} // Big Sphere
> sphere {...} // Smaller Sphere
> }
> difference {
> cylinder {...} // Big Cylinder
> cylinder {...} // Smaller Cylinder
> }
> }
>
> You shouldn't need the 'open' keyword on the cylinder.
>
> Regards,
> Chris B.
>
>
Make the inside cylinder a bit longer than the outer one. If they are the same
length, you'll have coincident surfaces at each ends.
--
Alain
-------------------------------------------------
You know you've been raytracing too long when your source files are starting to
get bigger than the image files.
-- Matt
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"Alain" <ele### [at] netscapenet> wrote in message
news:47b60e4b$1@news.povray.org...
>
> Make the inside cylinder a bit longer than the outer one. If they are the
> same length, you'll have coincident surfaces at each ends.
>
> --
> Alain
>
That's good general advice. In this case it's not going to make a difference
as the ends of the cylinders won't be part of the results of the
intersection anyway.
Regards,
Chris B.
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