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I've stole from one of the sample files this object:
prism {
linear_sweep
bezier_spline 0,0.25,24
<0,-1><0,-1><0.5,-0.3><0.7,-0.1>
<0.7,-0.1><0.9,0.1><0.9,0.6><0.5,0.6>
<0.5,0.6><0.1,0.6><0.1,0.2><0,0.2>
<0,0.2><-0.1,0.2><-0.1,0.6><-0.5,0.6>
<-0.5,0.6><-0.9,0.6><-0.9,0.1><-0.7,-0.1>
<-0.7,-0.1><-0.5,-0.3><0,-1><0,-1>
sturm
pigment {color rgbf <1,0,0,.5>}
rotate<-90,0,0>
scale 2
translate <0,2.75,.58>
}
If you'd trace that it's a heart, one question, is there any way to round
the edges off instead of having sharp edges without having to switch to a
different object?
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> If you'd trace that it's a heart, one question, is there any way to
round
> the edges off instead of having sharp edges without having to switch
to a
> different object?
No..
But you can use the heart function (isosurface f_heart - 7.7.2 in the
DOCS) instead.
I remember someone posted a macro for rounding off objects like prisms,
a while back.. never tested it though..
Hope that helps.
-Peter
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This makes me post this excellent isosurface tutorial from Mike :
http://www.econym.demon.co.uk/isotut/
You will find the heart you look for somewhere along these pages.
JC
Peter Hertel wrote:
>>If you'd trace that it's a heart, one question, is there any way to
>
> round
>
>>the edges off instead of having sharp edges without having to switch
>
> to a
>
>>different object?
>
>
> No..
>
> But you can use the heart function (isosurface f_heart - 7.7.2 in the
> DOCS) instead.
> I remember someone posted a macro for rounding off objects like prisms,
> a while back.. never tested it though..
>
> Hope that helps.
>
> -Peter
>
>
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// Hi Bob,
//
// the macro mentioned by Peter probably is mine.
//
// Example picture:
// povray.binaries.images, 23rd and 26th January 2003
// "Round/bevel: include file demo [51 KB JPG]"
// Include file and "slide show" demo:
// povray.binaries.scene-files, 23rd January
// "Round/bevel: Include file"
// Tutorial:
// same thread, 26th January
// "Round/bevel: Mini-Tutorial; Test-Arena"
//
// A heart is no problem, but the shape is sort of
// "circular/linear spline", so it is incompatible with
// bezier_spline. For a simple object like a heart this
// is a bit overkill; what about this:
//=== macro for a heart ===============================================
//
// Round: radius of rounded corners, >0
// Thick: thickness, >2*Round
#macro Heart (Round, Thick)
#local HalfHeart =
intersection {
merge {
torus { 1-Round, Round translate Round *y }
torus { 1-Round, Round translate (Thick-Round)*y }
cylinder { 0 , Thick *y, 1-Round }
cylinder { Round*y, (Thick-Round)*y, 1 }
translate 0.5*y
scale <1.7, 1, 1> // shape variations: replace 1.7 by 1 .. 2
rotate -45*y // replace -45 by 0 .. 70
}
plane { -x, 1E-5 }
}
merge {
object { HalfHeart }
object { HalfHeart scale <-1, 1, 1> }
texture {
pigment { color rgb <1, 0, 0> }
finish { ambient .2 diffuse .6 specular .4 roughness 0.0005 }
}
// no "}" to allow appending modifiers
#end//macro Heart
//=== example scene ===================================================
Heart ( .25, .6 ) translate <-0.3, 0, -0.7> }
Heart ( .05, .6 ) scale 0.35 translate <1.6, 0, -0.7> }
plane { y, -1 texture { pigment { color rgb 1 } finish { diffuse 1 } } }
//light_source { <-1500, 3500, -2000>, color rgb 1 }
light_source { < 1500, 3500, -1000>, color rgb 1 }
camera { location -12*z look_at 0 angle 20
rotate <50, -20, 0> translate <0, 0, 0> }
// END ================================================================
// Sputnik
//
// ----------------------------
// fr### [at] computermuseumfh-kielde
// ----------------------------
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