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Babelfish translated this way:
Well, I have two problems. First is that my English is too bad to use
another language that French.
The second relates to one of my objects. I will like to know which is the
best method to model a screw, especially threading. The use of a directive
" normal " in texture will be it sufficient (if it is possible). Perhaps
that such objects exist already quelquepart on Oueb. By hoping that a
French-speaking person will be able to answer me.
Thank you in advance,
--
main(i){char*_="BdsyFBThhHFBThhHFRz]NFTITQF|DJIFHQhhF";while(i=
*_++)for(;i>1;printf("%s",i-70?i&1?"[]":" ":(i=0,"\n")),i/=2);} /*- Warp -*/
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I'm not sure if I understood right, since I only have the translation made
by the babelfish (http://babelfish.altavista.digital.com), but have you
tried using the "spiral" pattern as normal pattern?
And the babelfish-translation:
la traduction par le babelfish (http://babelfish.altavista.digital.com),
configuration normale?
--
main(i){char*_="BdsyFBThhHFBThhHFRz]NFTITQF|DJIFHQhhF";while(i=
*_++)for(;i>1;printf("%s",i-70?i&1?"[]":" ":(i=0,"\n")),i/=2);} /*- Warp -*/
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bassompierre laurent wrote:
>
> vis, surtout le filetage.
> L'utilisation d'une directive "normal" dans la texture sera-t-elle
> quelquepart sur le Oueb.
>
> Merci d'avance,
>
> lba### [at] ubi fr
/* One example for making threads with Pov-Ray - Enjoy ! */
// Wood Screw
#declare Screw_Wood =
union {
#declare aa = 0.00;
#while (aa < 2000)
union {
cylinder{y*-1.4,y*1.4,0.22}
cone {x*0.2,0.35,x*0.50,0.0
scale < 1.0, 0.45, 0.51>
translate < 0.0,-1.20, 0.00>
rotate < 0.0,-1.125*aa, 0.0>
translate < 0.0,0.00125*aa, 0.0>
}
}
#declare aa = aa + 1.0;
#end
}
// Machine Thread Screw
#declare Screw_Machine =
union {
#declare cc = 0.00;
#while (cc < 2000)
cone {x*0.2, 0.25,x*0.40,0.0
scale < 1.0, 0.5, 1.0>
translate < 0.0,-1.2, 0.0>
rotate < 0.0, -3.0*cc, 0.0>
translate < 0.0,0.00125*cc, 0.0>
}
#declare cc = cc + 1.0;
#end
}
#declare Screw_Texture =
texture {
pigment { rgb< 0.91, 0.98, 0.99>}
finish { ambient 0.3 diffuse 0.25}}
object{Screw_Wood translate x* 1.5 texture{Screw_Texture}}
object{Screw_Machine translate x*-1.5 texture{Screw_Texture}}
camera{location<0,0.3,-7>look_at y*0.2}
light_source{<-10, 100, -10>rgb 1}
light_source{<0.0, 0.0,-200>rgb 1}
--
Ken Tyler
mailto://tylereng@pacbell.net
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