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Hi,
I was wondering if it was possible to simply have an infinite cylinder?
Without any tricks... this should normally be trivial for the renderer... but
was this coded?
Thanks,
Simon
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| Simon Lemieux | Website : http://www.666Mhz.net |
| Email : Sin### [at] 666Mhz net | POV-Ray, OpenGL, C++ and more... |
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Simon Lemieux wrote:
>
> Hi,
> I was wondering if it was possible to simply have an infinite cylinder?
> Without any tricks... this should normally be trivial for the renderer... but
> was this coded?
>
What do you need it for? Scaling the cylinder up along its axis can make it seem
infinite for any purpose I can think of.
You can make an isosurface with an infinite cylindrical function, but this too
will have to be contained by an infinite object.
--
Margus Ramst
Personal e-mail: mar### [at] peak edu ee
TAG (Team Assistance Group) e-mail: mar### [at] tag povray org
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In article <3A0EB1DE.C830462B@peak.edu.ee>, Margus Ramst
<mar### [at] peak edu ee> wrote:
> What do you need it for? Scaling the cylinder up along its axis can
> make it seem infinite for any purpose I can think of.
> You can make an isosurface with an infinite cylindrical function, but
> this too will have to be contained by an infinite object.
As I recall, the list of possible contained_by objects is very
short...box and sphere last I heard.
However, a quadric should do the job, if an infinite cylinder really is
necessary. Maybe a "infinite" keyword could be added to cones and
cylinders...all it would have to do is remove bounding and not clip the
ends and render disks there.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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> However, a quadric should do the job, if an infinite cylinder really is
> necessary. Maybe a "infinite" keyword could be added to cones and
> cylinders...all it would have to do is remove bounding and not clip the
> ends and render disks there.
Thanks, the quadrics work pretty fine!
--
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| Email : Sin### [at] 666Mhz net | POV-Ray, OpenGL, C++ and more... |
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Chris Huff wrote:
>
> In article <3A0EB1DE.C830462B@peak.edu.ee>, Margus Ramst
> <mar### [at] peak edu ee> wrote:
>
> > this too will have to be contained by an infinite object.
>
> As I recall, the list of possible contained_by objects is very
> short...box and sphere last I heard.
>
*ack* I meant to say "finite object"
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Margus Ramst
Personal e-mail: mar### [at] peak edu ee
TAG (Team Assistance Group) e-mail: mar### [at] tag povray org
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Simon Lemieux wrote:
>
> I was wondering if it was possible to simply have an infinite
> cylinder?
> Without any tricks... this should normally be trivial for the
> renderer... but was this coded?
I think this ought to work. It uses the Reorient() macro from my
Thoroughly Useful Macros file:
#macro InfiniteCylinder(PointA,PointB,Radius)
quadric { <1,0,1>,<0,0,0>,<0,0,0>,-Radius*Radius
Reorient(y,vnormalize(PointB-PointA))
translate PointA
}
#end
Hope this helps,
John
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On Sun, 12 Nov 2000 02:59:58 -0500, Simon Lemieux
<lem### [at] yahoo com> wrote:
>Hi,
> I was wondering if it was possible to simply have an infinite cylinder?
>Without any tricks... this should normally be trivial for the renderer... but
>was this coded?
A quadric (anyone remember these?) should do it. Look at shapes.inc
and shapesq.inc in the standard POV-Ray package.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usa net
TAG e-mail : pet### [at] tag povray org
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Peter Popov <pet### [at] usa net> wrote:
: A quadric (anyone remember these?) should do it.
Isosurfaces killed quartics and other poly objects... RIP.
... Or perhaps not. You can create infinite surfaces with polys but not
with isosurfaces. Polys also are more accurate (but usually slower).
Btw, see http://iki.fi/warp/polytutorial/
--
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 13 Nov 2000 09:27:03 -0500, Warp <war### [at] tag povray org> wrote:
>Peter Popov <pet### [at] usa net> wrote:
>: A quadric (anyone remember these?) should do it.
>
> Isosurfaces killed quartics and other poly objects... RIP.
>
> ... Or perhaps not. You can create infinite surfaces with polys but not
>with isosurfaces. Polys also are more accurate (but usually slower).
That's exactly what I had in mind. With all the iso frenzy, people
seem to have forgotten about the good ole infinite primitives. They
still have their uses.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usa net
TAG e-mail : pet### [at] tag povray org
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Peter Popov wrote:
>
> That's exactly what I had in mind. With all the iso frenzy, people
> seem to have forgotten about the good ole infinite primitives. They
> still have their uses.
>
Out of curiosity, what uses?
I.e. how is a "truly infinite" quadric cylinder better than a regular cylinder
scaled so long that POV considers it infinite?
--
Margus Ramst
Personal e-mail: mar### [at] peak edu ee
TAG (Team Assistance Group) e-mail: mar### [at] tag povray org
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