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On Sun, 01 Oct 2000 18:01:56 -0400 Simon Lemieux wrote:
>I guess this means there are no such command as "curve" or "bend" or "twist"...
>I'll have to experiment with a few methods and see which is the best...
This is correct. Try Chris Colefax's Object Bender include file, which
can be found at:
http://www.geocities.com/ccolefax/
--
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer
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Simon Lemieux wrote:
>
> Hi,
> I was wondering if there were a command for bending/curving/etc a cylinder
or a
> cone?
You could try the sphere_sweep object in the unofficial version of POV-Ray
called MegaPOV. I think it should do what you need (see MegaPOV docs for more
info)
Windows version is available at http://nathan.kopp.com/patched.htm
Unix/Linux version at http://www.mailbag.com/users/mtgordon/megapov.html
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
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> This is correct. Try Chris Colefax's Object Bender include file, which
> can be found at:
>
> http://www.geocities.com/ccolefax/
Woa, thanks a lot!
--
+-------------------------+----------------------------------+
| Simon Lemieux | Website : http://www.666Mhz.net |
| Email : Sin### [at] 666Mhznet | POV-Ray, OpenGL, C++ and more... |
+-------------------------+----------------------------------+
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Simon Lemieux <lem### [at] yahoocom> wrote:
:> This is correct. Try Chris Colefax's Object Bender include file, which
:> can be found at:
:>
:> http://www.geocities.com/ccolefax/
: Woa, thanks a lot!
Don't get too excited. Since the include file uses the same technique as
you do, it will be as slow (if not even slower) than yours.
--
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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> Don't get too excited. Since the include file uses the same technique as
> you do, it will be as slow (if not even slower) than yours.
Oh really? I haven't examined it yet... I was wondering, but this might go in
"povray.programation" or "povray.advanced-users", I was wondering how to
implement a new object algorithm in povray... I mean I just can't create an
object with multiple objects... that would be too much work and too slow to
render, I was looking to add my own object library to povray, such as cylindered
infinite spirals that can move, etc...
For this I could use many cylinders (many many for an almost-infinite), but I
could simply design an algorithm like for the sphere; does the ray touches the
sphere (center+radius), yes, good what color is it?... etc... Well it could be
does the ray passes through the algorithm given for the spiral, yes, good what
color is it... etc...
How could I do this?
Thanks
--
+-------------------------+----------------------------------+
| Simon Lemieux | Website : http://www.666Mhz.net |
| Email : Sin### [at] 666Mhznet | POV-Ray, OpenGL, C++ and more... |
+-------------------------+----------------------------------+
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On 2 Oct 2000 11:02:42 -0400, Warp wrote:
>Simon Lemieux <lem### [at] yahoocom> wrote:
>:> This is correct. Try Chris Colefax's Object Bender include file, which
>:> can be found at:
>:>
>:> http://www.geocities.com/ccolefax/
>
>: Woa, thanks a lot!
>
> Don't get too excited. Since the include file uses the same technique as
>you do, it will be as slow (if not even slower) than yours.
I bet you're really happy when Christmas comes to an end;-)
--
Cheers
Steve email mailto:ste### [at] zeroppsuklinuxnet
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
5:29pm up 3 days, 19:48, 2 users, load average: 2.12, 2.20, 2.12
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Simon Lemieux wrote:
>> Did you consider using torii for this? You can cut them into smaller
>> pieces using CSG.
>
>The donut-like object? nah... It would be a bit complicated to
>calculate the scales in every dimension to get the exact curve I want,
>cut the segment I want and translate it where I want...
>
>I guess this means there are no such command as "curve" or "bend" or
>"twist"... I'll have to experiment with a few methods and see which is
>the best...
If triangles are ok, you could have a look at the Striscia macro.
http://members.nbci.com/dvarrazzo/
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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> If triangles are ok, you could have a look at the Striscia macro.
> http://members.nbci.com/dvarrazzo/
As long as the "triangles" are not visible, but only a curved cylinder, cuz if
the triangles would be visible, I would simply use a 3d modeler and bingo... but
no, I want to use povray... would the smooth triangles do it?
--
+-------------------------+----------------------------------+
| Simon Lemieux | Website : http://www.666Mhz.net |
| Email : Sin### [at] 666Mhznet | POV-Ray, OpenGL, C++ and more... |
+-------------------------+----------------------------------+
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A bending transformation (which is a nonlinear transformation) is not
possible for mathematical and technical reasons (see
http://www.students.tut.fi/~warp/povVFAQ/languageVFAQ.html#bending).
You have many choices:
You can use a torus section for a bended cylinder. A bended cone is harder
(can't be done with existing primitives, at least not perfectly).
You can make isosurfaces. All those objects should be possible with them,
but it will require quite a lot of math knowledge.
You can make them with a mesh of smooth triangles. You still need some
math, but probably not as much as with isosurfaces.
This solution is not as bad is it might sound. You can use LOTS of triangles
to make the shape (so that you don't get visible straight line segments in
the silhouette of the object) without the rendering slowing down (but of
course memory usage will increase).
You can make them with bicubic patches. The result is exactly the same
as with the mesh of smooth triangles, but the advantage is that you can
more easily control the resolution of the mesh.
The disadvantage is that you need more complicated math than with the mesh
(if it can be used as a reference, I myself know enough math to make the mesh
but not the bicubic patches for bended cylinders and cones).
--
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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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.
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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