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> I'd say make a script to generate triangle meshes, use isosurfaces (requires MegaPOV
from
> nathan.kopp.com), or (for the cylinders only) a torical section; if you need math
help let
> me know.
Yes this is good, I would actually make a C++ program for this, as I usually
do...
But, I forgot to say about interior... it is being discussed in
povray.advanced-user and as I know a bunch of triangles togheter won't have a
proper interior... which will be important as soon as I get a curver cylinder,
this is my next step, I forgot to mention it...
I think the best way to do it is still to put a few cylinders togheter and curve
them myself... the junction could be made with an intersection of the two
segments and the union of the two segments themselves, etc...
What do you think?
--
+-------------------------+----------------------------------+
| Simon Lemieux | Website : http://www.666Mhz.net |
| Email : Sin### [at] 666Mhznet | POV-Ray, OpenGL, C++ and more... |
+-------------------------+----------------------------------+
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Simon Lemieux wrote:
> I think the best way to do it is still to put a few cylinders togheter and curve
> them myself... the junction could be made with an intersection of the two
> segments and the union of the two segments themselves, etc...
You mean paste together cylinder sections? Tori section would have infinite resolution
and
render fast... and isosurfaces give you the ultimate control, you give it a function
and it
renders the implicit surface...
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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> You mean paste together cylinder sections? Tori section would have infinite
resolution and
> render fast... and isosurfaces give you the ultimate control, you give it a function
and it
> renders the implicit surface...
Tori sections is a good idea, but what for a cone? There I would need cone
sections...
But I've never used/read-about isosurface before, do they have interior? Could
you send me a picture url that would describe this in a word? And is it in the
manual of povray, or, where could I get more information about isosurface?
--
+-------------------------+----------------------------------+
| Simon Lemieux | Website : http://www.666Mhz.net |
| Email : Sin### [at] 666Mhznet | POV-Ray, OpenGL, C++ and more... |
+-------------------------+----------------------------------+
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In article <39D### [at] yahoocom>, lem### [at] yahoocom wrote:
> Tori sections is a good idea, but what for a cone? There I would
> need cone sections...
To do that you would have to use isosurfaces...fortunately, the function
to do that shape would be pretty simple and fast rendering, just vary
the minor radius of a torus function with angle.
> But I've never used/read-about isosurface before, do they have interior?
They are ordinary solid objects, so they can be used as media containers
and work fine in CSG.
> Could you send me a picture url that would describe this in a word?
A picture? An isosurface can do nearly every primitive in POV-Ray, and
many other shapes.
Basically, you supply an equation that gives a value based on xyz
coordinates. The isosurface is the surface formed by all points where
your function is equal to a certain threshold value.
There are several tutorials online, but I don't have the URLs handy for
any of them right now...they would be on the links page at povray.org
though.
> And is it in the manual of povray, or, where could I get more
> information about isosurface?
They are not in the official version yet, but they are included in
MegaPOV, an unofficial version.
http://nathan.kopp.com/patched.htm
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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> > And is it in the manual of povray, or, where could I get more
> > information about isosurface?
>
> They are not in the official version yet, but they are included in
> MegaPOV, an unofficial version.
> http://nathan.kopp.com/patched.htm
Oh... I see, I've heard Povray 4 will be released soon or has already been
released? Will it contain the isosurfaces? I'll check out for MegaPov...
Thanks
--
+-------------------------+----------------------------------+
| Simon Lemieux | Website : http://www.666Mhz.net |
| Email : Sin### [at] 666Mhznet | POV-Ray, OpenGL, C++ and more... |
+-------------------------+----------------------------------+
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Simon Lemieux wrote:
> Oh... I see, I've heard Povray 4 will be released soon or has already been
> released? Will it contain the isosurfaces? I'll check out for MegaPov...
POV-Ray v3.5 will be released (relatively) soon and will offer
isosurfaces. POV-Ray v4.0 is a mere twinkle in the POV-Team's
eye at this point in time.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Chris Huff <chr### [at] maccom> wrote:
: An isosurface can do nearly every primitive in POV-Ray, and
: many other shapes.
Good that you said "nearly" because isosurfaces can't do _every_ primitive
in povray.
Quiz: Which primitive or primitives it can't create at all?
Which primitive or primitives it can create only partially?
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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On 5 Oct 2000 06:55:44 -0400, Warp wrote:
>Chris Huff <chr### [at] maccom> wrote:
>: An isosurface can do nearly every primitive in POV-Ray, and
>: many other shapes.
>
> Good that you said "nearly" because isosurfaces can't do _every_ primitive
>in povray.
>
> Quiz: Which primitive or primitives it can't create at all?
Among others, julia and mesh. (Well, mesh might be possible but it would be
ugly.)
> Which primitive or primitives it can create only partially?
planes, polys, anything infinite.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
Proudly not helping RIAA and SDMI steal my rights --
http://www.eff.org/Misc/EFF/Newsletters/EFFector/HTML/effect13.08.html
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Simon Lemieux <lem### [at] yahoocom> wrote:
>> I'd say make a script to generate triangle meshes, use isosurfaces (requires
MegaPOV from
>> nathan.kopp.com), or (for the cylinders only) a torical section; if you need math
help let
>> me know.
> Yes this is good, I would actually make a C++ program for this, as I usually
> do...
> But, I forgot to say about interior... it is being discussed in
> povray.advanced-user and as I know a bunch of triangles togheter won't have a
> proper interior... which will be important as soon as I get a curver cylinder,
> this is my next step, I forgot to mention it...
> I think the best way to do it is still to put a few cylinders togheter and curve
> them myself... the junction could be made with an intersection of the two
> segments and the union of the two segments themselves, etc...
> What do you think?
I think a sphere sweep might be your perfect solution. Assuming you can
compute the points that the cylinder begins and ends and intermediate
points, this will give exactly the effect you want if you use one of the
splines. Even if you don't use a spline function, it should be cleaner than
using a lot of cone segments as the edges won't be visible.
Best of all, since each has a radius, it'll work for your cones too.
And finally, you won't have to do a merge to get rid of internal surfaces,
since the sweep would be a single object.
Geoff
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Geoff Wedig wrote:
> I think a sphere sweep might be your perfect solution. Assuming you can
> compute the points that the cylinder begins and ends and intermediate
> points, this will give exactly the effect you want if you use one of the
> splines. Even if you don't use a spline function, it should be cleaner than
> using a lot of cone segments as the edges won't be visible.
>
For the record, here is a croissant-making isosurface I posted in p.advanced-users
some time ago.
#declare major_axis=5;
#declare minor_axis=1;
#declare a=function{sqrt(x^2+z^2)-major_axis}
isosurface{
function{sqrt(y^2+a^2)-minor_axis*(0.9+z*0.2)}
contained_by{sphere{0,10}}
eval
threshold 0
pigment{Red}
rotate y*45
}
G.
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