POV-Ray : Newsgroups : povray.general : Help: How to create a bolt? Server Time
12 Mar 2026 06:17:21 EDT (-0400)
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From: LanuHum
Subject: Re: Help: How to create a bolt?
Date: 10 Mar 2026 15:05:00
Message: <web.69b06b179c1bf2d94b3090d75f41e3cc@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "LanuHum" <Lan### [at] yandexru> wrote:
>
> > Create that bolt in the blender for the entire scene, select the render Cycles,
> > set the output image size to 38400x21600 and count the seconds until the
> > computer dies.
>
>
> > Thanks. The best option for me is this:
> >
> > isosurface {
>
> So, I'm trying to understand: you're trying to model this in POV-Ray or Blender?
>

>
> - BE

I am a member of the Pov@Ble project. Create a scene in Blender and export it to
a .pov file. Right now I'm trying to create a very heavy scene that the GPU
won't be able to calculate. That's why I'm talking about the size of the output
image of 50-100!!! 4k monitors.


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From: LanuHum
Subject: Re: Help: How to create a bolt?
Date: 10 Mar 2026 15:15:00
Message: <web.69b06d009c1bf2d94b3090d75f41e3cc@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> So, I'm trying to understand: you're trying to model this in POV-Ray or Blender?
> - BE

Blender draws its own objects, but when exporting, I can replace the mesh with a
isosurface.


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From: Bald Eagle
Subject: Re: Help: How to create a bolt?
Date: 10 Mar 2026 17:30:00
Message: <web.69b08d239c1bf2d91f9dae3025979125@news.povray.org>
#version 3.8;
global_settings {assumed_gamma 1.0 }

camera {
 location <0, 1, -3>
 right x*image_width/image_height
 up y
 look_at <0, 1, 0>
}

light_source {<10, 20, -50> rgb 1}
sky_sphere {pigment {rgb 1}}


#declare TPI = 11; // (Threads per inch / TPI)
#declare DM = 0.625/2;
#declare Dm = 0.5167/2;
#declare Angle = 60;

#declare Pitch = 1/TPI;
#declare CompAngle = 90-Angle;
#declare Asin = atan(radians(CompAngle));
#declare dx = DM - Dm;
#declare dy = dx * Asin;
#declare AL = 2*dy; // total Angled length
#declare FL = (Pitch - AL)/2; // Flat length

// Profile
#declare P = array {
      <Dm, 0, 0>,
      <DM, dy, 0>,
      <DM, dy+FL, 0>,
      <Dm, dy+FL+dy, 0>,
      <Dm, dy+FL+dy+FL, 0>
}

#declare OldPoint = array[5][3];
#declare NewPoint = array[5][3];

#macro MakeBoltProfile (Pitch,Steps, Tex, Copies)
      #local Increment = tau/Steps;
      #local Unit =
      union {
      #for (Theta, 0, tau, Increment)

            #for (Pt, 0, 4)
            #declare NewPoint[Pt][0] = P[Pt].x * cos (Theta);
            #declare NewPoint[Pt][1] = P[Pt].y + Pitch * Theta/tau;
            #declare NewPoint[Pt][2] = P[Pt].x * sin (Theta);
            #end

            #if (Theta > 0)
            #for (T, 0, 3)
                  triangle {<OldPoint[T][0], OldPoint[T][1], OldPoint[T][2]>,
                        <NewPoint[T][0], NewPoint[T][1], NewPoint[T][2]>,
                        <OldPoint[T+1][0], OldPoint[T+1][1], OldPoint[T+1][2]>
                  }
                  triangle {<OldPoint[T+1][0], OldPoint[T+1][1],
OldPoint[T+1][2]>,
                        <NewPoint[T][0], NewPoint[T][1], NewPoint[T][2]>,
                        <NewPoint[T+1][0], NewPoint[T+1][1], NewPoint[T+1][2]>
                  }
            #end
          #end

            #declare OldPoint = NewPoint;
      #end
      texture {Tex}
      }
      #for (C, 1, Copies)
            object {Unit translate y*Pitch*C*1}
      #end
#end

#declare MyTex = texture {pigment {rgb 0.9} finish {specular 0.4 reflection
0.01}}

MakeBoltProfile (Pitch, 72, MyTex, 25)


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Attachments:
Download 'lanuhumboltmesh.png' (83 KB)

Preview of image 'lanuhumboltmesh.png'
lanuhumboltmesh.png


 

From: LanuHum
Subject: Re: Help: How to create a bolt?
Date: 11 Mar 2026 13:25:00
Message: <web.69b1a4759c1bf2d94b3090d75f41e3cc@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> #version 3.8;
> global_settings {assumed_gamma 1.0 }
>
> camera {
>  location <0, 1, -3>
>  right x*image_width/image_height
>  up y
>  look_at <0, 1, 0>
> }
>
> light_source {<10, 20, -50> rgb 1}
> sky_sphere {pigment {rgb 1}}
>
>
> #declare TPI = 11; // (Threads per inch / TPI)
> #declare DM = 0.625/2;
> #declare Dm = 0.5167/2;
> #declare Angle = 60;
>
> #declare Pitch = 1/TPI;
> #declare CompAngle = 90-Angle;
> #declare Asin = atan(radians(CompAngle));
> #declare dx = DM - Dm;
> #declare dy = dx * Asin;
> #declare AL = 2*dy; // total Angled length
> #declare FL = (Pitch - AL)/2; // Flat length
>
> // Profile
> #declare P = array {
>       <Dm, 0, 0>,
>       <DM, dy, 0>,
>       <DM, dy+FL, 0>,
>       <Dm, dy+FL+dy, 0>,
>       <Dm, dy+FL+dy+FL, 0>
> }
>
> #declare OldPoint = array[5][3];
> #declare NewPoint = array[5][3];
>
> #macro MakeBoltProfile (Pitch,Steps, Tex, Copies)
>       #local Increment = tau/Steps;
>       #local Unit =
>       union {
>       #for (Theta, 0, tau, Increment)
>
>             #for (Pt, 0, 4)
>             #declare NewPoint[Pt][0] = P[Pt].x * cos (Theta);
>             #declare NewPoint[Pt][1] = P[Pt].y + Pitch * Theta/tau;
>             #declare NewPoint[Pt][2] = P[Pt].x * sin (Theta);
>             #end
>
>             #if (Theta > 0)
>             #for (T, 0, 3)
>                   triangle {<OldPoint[T][0], OldPoint[T][1], OldPoint[T][2]>,
>                         <NewPoint[T][0], NewPoint[T][1], NewPoint[T][2]>,
>                         <OldPoint[T+1][0], OldPoint[T+1][1], OldPoint[T+1][2]>
>                   }
>                   triangle {<OldPoint[T+1][0], OldPoint[T+1][1],
> OldPoint[T+1][2]>,
>                         <NewPoint[T][0], NewPoint[T][1], NewPoint[T][2]>,
>                         <NewPoint[T+1][0], NewPoint[T+1][1], NewPoint[T+1][2]>
>                   }
>             #end
>           #end
>
>             #declare OldPoint = NewPoint;
>       #end
>       texture {Tex}
>       }
>       #for (C, 1, Copies)
>             object {Unit translate y*Pitch*C*1}
>       #end
> #end
>
> #declare MyTex = texture {pigment {rgb 0.9} finish {specular 0.4 reflection
> 0.01}}
>
> MakeBoltProfile (Pitch, 72, MyTex, 25)

Thank you so much. I have no more questions about the topic.


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