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Hi all,
It seems you cannot apply a boolean operation between a mesh2 object and a
solid? Or it computes no new surfaces?
Probably I'm missing something.
Thanks, Dick
My code:
#declare myBox = mesh2 { // a simple cube
vertex_vectors {
8,
<0,0,0>, <1,0,0>, <1,1,0>, <0,1,0>, <0,0,1>, <1,0,1>, <1,1,1>, <0,1,1>
}
face_indices {
12,
<0,2,3>, <0,1,2>, <0,1,5>, <0,5,4>, <1,5,2>, <5,6,2>, <2,6,7>, <2,7,3>,
<0,3,7>, <0,7,4>, <4,5,7>, <5,6,7>
}
inside_vector <0.5,0.5,0.5>
texture {pigment {rgb <0,1,0>}}
}
difference {
object { myBox }
box {
<0.25, -1, 0.25>
<0.75, 3, 0.75>
rgb <1,0,0>
}
}
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From: James Holsenback
Subject: Re: boolean operations between mesh and solid
Date: 28 Dec 2012 10:37:32
Message: <50ddbcbc@news.povray.org>
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On 12/28/2012 10:21 AM, Dicko wrote:
> Hi all,
>
> It seems you cannot apply a boolean operation between a mesh2 object and a
> solid? Or it computes no new surfaces?
> Probably I'm missing something.
>
> Thanks, Dick
>
>
> My code:
>
> #declare myBox = mesh2 { // a simple cube
> vertex_vectors {
> 8,
> <0,0,0>, <1,0,0>, <1,1,0>, <0,1,0>, <0,0,1>, <1,0,1>, <1,1,1>, <0,1,1>
> }
> face_indices {
> 12,
> <0,2,3>, <0,1,2>, <0,1,5>, <0,5,4>, <1,5,2>, <5,6,2>, <2,6,7>, <2,7,3>,
> <0,3,7>, <0,7,4>, <4,5,7>, <5,6,7>
> }
> inside_vector <0.5,0.5,0.5>
> texture {pigment {rgb <0,1,0>}}
> }
>
> difference {
> object { myBox }
> box {
> <0.25, -1, 0.25>
> <0.75, 3, 0.75>
> rgb <1,0,0>
> }
> }
>
>
keyword to 2nd box ;-)
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From: Stephen
Subject: Re: boolean operations between mesh and solid
Date: 28 Dec 2012 11:28:15
Message: <50ddc89f@news.povray.org>
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On 28/12/2012 3:37 PM, James Holsenback wrote:
> On 12/28/2012 10:21 AM, Dicko wrote:
>> Hi all,
>>
> keyword to 2nd box ;-)
Typo aside, it is a good idea to have a default texture. I like a bright
one so it is obvious if a texture is missing in a CSG.
#default{ texture{ pigment { colour rgb <1.0,0.0,1.0 > }} }
--
Regards
Stephen
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> >
> worked for me ...
Same here. I rotated the box around to see the hole--red hole in a green box.
Looks successful (with lights, that is-- heh heh ;-) )
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Hi all,
I assumed because the rgb keyword is enough for a box it was
also enough when in a bolean operation. As it turnes out you have to use the
texture keyword.
Thanks all!
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"Dicko" <dic### [at] gmailcom> wrote:
> I assumed because the rgb keyword is enough for a box it was
> also enough when in a bolean operation. As it turnes out you have to use the
> texture keyword.
>
Or actually just a pigment keyword--in which case, POV-Ray will supply a
'default' finish (which is ambient .1 and diffuse .6, per the documentation at
3.5.3.1 and 3.5.3.2)
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