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Hi all,
First I'm going to put a small part of code:
======================================
merge{
sphere { <0, 0, 0>, 1
translate -0.5*x
scale <1.2, 0, 0>
}
sphere { <0, 0, 0>, 0.5
translate 0.7*x
scale <1.4, 0, 0>
}
======================================
After that I've the transformations, the colors and I've clipped_by with a
plane { z, 0} and it's empty using hollow.
Now I want to put a thread following the inside part of the two spheres. The
only way is creating a spline and using it like a function?
Thanks in advance,
Oleguer
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Oleguer Vilella <ole### [at] infonegociocom> wrote:
> it's empty using hollow.
No, you have a misconception here.
'hollow' is related exclusively to media and fog. It has absolutely no
effect whatsoever in anything else than those two things.
In other words, if you are not using media nor fog, 'hollow' is a no-op.
--
- Warp
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All right Warp. Thanks for your aclaration.
Regards,
Oleguer
news:42f9cf7e@news.povray.org...
> Oleguer Vilella <ole### [at] infonegociocom> wrote:
>> it's empty using hollow.
>
> No, you have a misconception here.
>
> 'hollow' is related exclusively to media and fog. It has absolutely no
> effect whatsoever in anything else than those two things.
>
> In other words, if you are not using media nor fog, 'hollow' is a no-op.
>
> --
> - Warp
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Wasn't it Oleguer Vilella who wrote:
>Hi all,
>
>First I'm going to put a small part of code:
>======================================
>merge{
>sphere { <0, 0, 0>, 1
>translate -0.5*x
>scale <1.2, 0, 0>
>}
>sphere { <0, 0, 0>, 0.5
>translate 0.7*x
>scale <1.4, 0, 0>
>}
>======================================
>After that I've the transformations, the colors and I've clipped_by with a
>plane { z, 0} and it's empty using hollow.
>
>Now I want to put a thread following the inside part of the two spheres. The
>only way is creating a spline and using it like a function?
Have you considered using torus sections?
If you create a torus so that R1+R2 is equal to the radius of the
sphere, apply any required rotations, translate and scale exactly like
the spherical part that it's following, then difference the other sphere
and plane. Like this
global_settings {assumed_gamma 1.0}
camera {location <5,0,4> look_at <0.3,0,0> angle 25}
background {rgb 1}
light_source {<-30, -30, 30> color rgb 1}
light_source {<0, 0, 30> color rgb 1}
// Main shape
merge{
sphere { <0, 0, 0>, 1
translate -0.5*x
scale <1.2, 1, 1>
}
sphere { <0, 0, 0>, 0.5
translate 0.7*x
scale <1.4, 1, 1>
}
clipped_by {plane { z, 0}}
pigment {rgb x}
}
// Threads in the large part
#declare N=0;
#declare S=seed(123);
difference {
union {
#while (N<20)
torus {0.98,0.02
rotate <rand(S),rand(S),rand(S)>*360
}
#declare N=N+1;
#end
translate -0.5*x
scale <1.2, 1, 1>
}
sphere { <0, 0, 0>, 0.5
translate 0.7*x
scale <1.4, 1, 1>
}
plane {z,0 inverse}
pigment {rgb 1}
}
// Threads in the small part
#declare N=0;
difference {
union {
#while (N<10)
torus {0.48,0.02
rotate <rand(S),rand(S),rand(S)>*360
}
#declare N=N+1;
#end
translate 0.7*x
scale <1.4, 1, 1>
}
sphere { <0, 0, 0>, 1
translate -0.5*x
scale <1.2, 1, 1>
}
plane {z,0 inverse}
pigment {rgb 1}
}
--
Mike Williams
Gentleman of Leisure
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Hi Mike,
No, I haven't thought it.
I did it using your suggestion, but I don't need the seed and the rand
rotation because I just want a line folliwing the inner contour of the
object.
So a torus with the radios equal to the radius sphere and applying the
transformations, rotations and scale properly to fit it right.
Thanks for your answer.
Best regards,
Oleguer
news:HXHSqAAbGg+CFw### [at] econymdemoncouk...
> Wasn't it Oleguer Vilella who wrote:
>>Hi all,
>>
>>First I'm going to put a small part of code:
>>======================================
>>merge{
>>sphere { <0, 0, 0>, 1
>>translate -0.5*x
>>scale <1.2, 0, 0>
>>}
>>sphere { <0, 0, 0>, 0.5
>>translate 0.7*x
>>scale <1.4, 0, 0>
>>}
>>======================================
>>After that I've the transformations, the colors and I've clipped_by with a
>>plane { z, 0} and it's empty using hollow.
>>
>>Now I want to put a thread following the inside part of the two spheres.
>>The
>>only way is creating a spline and using it like a function?
>
> Have you considered using torus sections?
>
> If you create a torus so that R1+R2 is equal to the radius of the
> sphere, apply any required rotations, translate and scale exactly like
> the spherical part that it's following, then difference the other sphere
> and plane. Like this
>
>
>
> global_settings {assumed_gamma 1.0}
> camera {location <5,0,4> look_at <0.3,0,0> angle 25}
> background {rgb 1}
> light_source {<-30, -30, 30> color rgb 1}
> light_source {<0, 0, 30> color rgb 1}
>
> // Main shape
> merge{
> sphere { <0, 0, 0>, 1
> translate -0.5*x
> scale <1.2, 1, 1>
> }
> sphere { <0, 0, 0>, 0.5
> translate 0.7*x
> scale <1.4, 1, 1>
> }
> clipped_by {plane { z, 0}}
> pigment {rgb x}
> }
>
> // Threads in the large part
> #declare N=0;
> #declare S=seed(123);
> difference {
> union {
> #while (N<20)
> torus {0.98,0.02
> rotate <rand(S),rand(S),rand(S)>*360
> }
> #declare N=N+1;
> #end
> translate -0.5*x
> scale <1.2, 1, 1>
> }
> sphere { <0, 0, 0>, 0.5
> translate 0.7*x
> scale <1.4, 1, 1>
> }
> plane {z,0 inverse}
> pigment {rgb 1}
> }
>
> // Threads in the small part
> #declare N=0;
> difference {
> union {
> #while (N<10)
> torus {0.48,0.02
> rotate <rand(S),rand(S),rand(S)>*360
> }
> #declare N=N+1;
> #end
> translate 0.7*x
> scale <1.4, 1, 1>
> }
> sphere { <0, 0, 0>, 1
> translate -0.5*x
> scale <1.2, 1, 1>
> }
> plane {z,0 inverse}
> pigment {rgb 1}
> }
>
>
> --
> Mike Williams
> Gentleman of Leisure
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