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4 Nov 2024 21:20:45 EST (-0500)
  round and bevel edges (Message 1 to 4 of 4)  
From: Christoph Boos
Subject: round and bevel edges
Date: 16 Jan 2003 10:20:21
Message: <3e26cdb5@news.povray.org>
hi

1) Is there an easy way to create a box with rounded (soft) edges?
2) Is is possible to have just one of the edges rounded?
3) same thing like 1) and 2) but with a bevel

Greets
Christoph


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From: ABX
Subject: Re: round and bevel edges
Date: 16 Jan 2003 10:36:15
Message: <55kd2vsbvhiad8cp0gb0l8hcgt9kc0il5v@4ax.com>
On Thu, 16 Jan 2003 16:20:19 +0100, "Christoph Boos" <Chr### [at] 3-sch>
wrote:
> 1) Is there an easy way to create a box with rounded (soft) edges?

look for Round_Box macro in 3.5 manual

> 2) Is is possible to have just one of the edges rounded?

not with this macro, but some csg can handle this

> 3) same thing like 1) and 2) but with a bevel

same thing like second answer

ABX


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From: Warp
Subject: Re: round and bevel edges
Date: 16 Jan 2003 10:40:23
Message: <3e26d267@news.povray.org>
Christoph Boos <Chr### [at] 3-sch> wrote:
> 1) Is there an easy way to create a box with rounded (soft) edges?

  Either use a superellipsoid or the Round_Box() macro from shapes.inc.
You can also create the rounded box using the box, cylinder and sphere
primitives (this is how Round_Box() does it, actually).

> 2) Is is possible to have just one of the edges rounded?

  If you build your rounded box with the abovementioned primitives, the
answer is obviously yes. You can build it so that you leave one or more
of the edges sharp. (Requires a bit of planning, but shouldn't be difficult.)

> 3) same thing like 1) and 2) but with a bevel

  You'll have to construct this object with other primitives.
  In this case there's no unambiguous answer to which method is easier
and/or most efficient. All methods have their advantages and disadvantages
(either they are quite laborious to construct or they are rather slow to
render).
  You could take a box and difference smaller boxes (or planes) from it
(if you use planes you might have to bound the resulting object by hand
in order to improve rendering speed).
  You might also make it as a mesh, in which case you can better control
the vertex points of the object. A mesh should also be rather fast to
render (but you might want to specify 'hierarchy off' with such a low
triangle count).
  There are probably other possible ways as well.

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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From: Frank 'Sputnik' Rothfuß
Subject: Re: round and bevel edges
Date: 23 Jan 2003 07:21:22
Message: <3E2FDE42.FB5D79F0@computermuseum.fh-kiel.de>
Hi Christoph,

you might be interested in my include file for creation
of rounded/beveled objects. I have posted this today to
povray.binaries.scene-files. It should be easy to cut
away unwanted rounded/beveled edges with intersection
or difference, although this approach is overkill when
used to create a single rounded edge, because the
object's complexity, as 'seen' by POV-Ray, will not
decrease.
A look at the 'slide show' will tell you if it can do
what you need.

Have fun!

   Sputnik

-- 

-------------------------------------

e-mail: fr### [at] computermuseumfh-kielde
-------------------------------------


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