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hello,
i want to make a prism like shape, but with rounded edges.
so i thought i could make a superellipsoid and distort it with matrix<...>.
it should look like the tip of an arrow, only with rounded edges.
thanks if anyone can help me out with some code, cause i cant do matrix
<...> at all.
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ehmdjii <ehm### [at] spamgmxnet> wrote:
> so i thought i could make a superellipsoid and distort it with matrix<...>.
> it should look like the tip of an arrow, only with rounded edges.
You can only apply linear transformations to an object.
A linear transformation is a quite limited set of all possible
transformations. In short, when you apply a linear transformation to
an object, all lines in the object which were parallel before the
transformation will be parallel after the transformation. Only these
type of transformations are possible.
This is not an artificial nor arbitrary limitation. There are
unsurmountable technical reasons why only these transformations are
possible.
So what you are trying to do is not possible with matrix nor any other
transformation. You'll have to do it by other means (either by modelling
the shape you want explicitly, eg. with a mesh or other similar primitives,
or making an isosurface shaped like you want, which requires a bit of math).
--
#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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Warp <war### [at] tagpovrayorg> wrote in news:406c04d4@news.povray.org:
> So what you are trying to do is not possible with matrix nor any
> other
> transformation. You'll have to do it by other means (either by
> modelling the shape you want explicitly, eg. with a mesh or other
> similar primitives, or making an isosurface shaped like you want,
> which requires a bit of math).
thank you!
i tried modeling it in Wings3D.
but im not sure how to make rounded edges besides beveling.
also, some things look poor when i render it in pov. polygons have
artifacts because the normals at the edges have other angles.
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ehmdjii <ehm### [at] spamgmxnet> wrote:
> also, some things look poor when i render it in pov. polygons have
> artifacts because the normals at the edges have other angles.
Try reading this:
http://tag.povray.org/povQandT/SmoothTriangleArtifact/
--
#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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