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Hi there-
I'm trying to create a 'screen' for my povray bong using tori.
At the same time I'm trying learn how to use povrays programming
directives so I do'nt have to write so many lines of code.
I'm including the code I've already written so you can see what I'm
attempting to do.
/ Persistence of Vision Ray Tracer Scene Description File
// File:screen.pov
// Vers: 3.1
// Desc: screen created with tori
// Date: 8/20/98
// Auth: ArfGrafix
// ==== Standard POV-Ray Includes ====
#include "colors.inc" // Standard Color definitions
#include "textures.inc" // Standard Texture definitions
#include "metals.inc"
// Set a color of the background (sky)
background { White }
camera
{
location <0.0 , 2.0 ,-5.0>
look_at <0.0 , 0.0 , 0.0>
}
// create a regular point light source
light_source
{
0*x // light's position (translated below)
color red 1.0 green 1.0 blue 1.0 // light's color
translate <-20, 40, -20>
}
#declare b_ring =
torus { 2, .0625 pigment { P_Brass3 } finish { F_MetalC } }
object { b_ring scale .9 translate .1*y }
object { b_ring scale .8 translate .2*y }
object { b_ring scale .7 translate .3*y }
object { b_ring scale .6 translate .4*y }
object { b_ring scale .5 translate .5*y }
object { b_ring scale .4 translate .6*y }
object { b_ring scale .3 translate .7*y }
object { b_ring scale .2 translate .8*y }
object { b_ring scale .1 translate .9*y }
I wrote this piece of code and soon found out that this creates a
conical series of tori...I tried making a while loop to do this, but was
flummoxed by the task of having the while do two different operations.
What I want is series of tori that form a hemisphere rather than a
cone..that is each torus is a latitudinal strip that trace out a
hemisphere.
Thanks in advance for any helpful input that anyone may have.
Best regards,
Ron Hicks
sig### [at] hotmailcom
http://www.geocities.com/SoHo/1006
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Daniel Sullivan wrote:
>
> Hi there-
>
> I'm trying to create a 'screen' for my povray bong using tori.
> At the same time I'm trying learn how to use povrays programming
> directives so I do'nt have to write so many lines of code.
> I'm including the code I've already written so you can see what I'm
> attempting to do.
>
> / Persistence of Vision Ray Tracer Scene Description File
> // File:screen.pov
> // Vers: 3.1
> // Desc: screen created with tori
> // Date: 8/20/98
> // Auth: ArfGrafix
>
> // ==== Standard POV-Ray Includes ====
> #include "colors.inc" // Standard Color definitions
> #include "textures.inc" // Standard Texture definitions
> #include "metals.inc"
>
> // Set a color of the background (sky)
> background { White }
>
> camera
> {
> location <0.0 , 2.0 ,-5.0>
> look_at <0.0 , 0.0 , 0.0>
> }
>
> // create a regular point light source
> light_source
> {
> 0*x // light's position (translated below)
> color red 1.0 green 1.0 blue 1.0 // light's color
> translate <-20, 40, -20>
> }
>
> #declare b_ring =
> torus { 2, .0625 pigment { P_Brass3 } finish { F_MetalC } }
>
> object { b_ring scale .9 translate .1*y }
> object { b_ring scale .8 translate .2*y }
> object { b_ring scale .7 translate .3*y }
> object { b_ring scale .6 translate .4*y }
> object { b_ring scale .5 translate .5*y }
> object { b_ring scale .4 translate .6*y }
> object { b_ring scale .3 translate .7*y }
> object { b_ring scale .2 translate .8*y }
> object { b_ring scale .1 translate .9*y }
>
> I wrote this piece of code and soon found out that this creates a
> conical series of tori...I tried making a while loop to do this, but was
> flummoxed by the task of having the while do two different operations.
> What I want is series of tori that form a hemisphere rather than a
> cone..that is each torus is a latitudinal strip that trace out a
> hemisphere.
> Thanks in advance for any helpful input that anyone may have.
>
> Best regards,
>
> Ron Hicks
> sig### [at] hotmailcom
> http://www.geocities.com/SoHo/1006
First point, do you want the thickness of the ring to decrease as the
height increases? This is what scaling the object is doing. If not then
try
union
{
#declare a = .1 #while(a < 1)
torus { cos(asin(a)),.04 translate y*a }
#declare a = a+.1 #end
pigment { P_Brass3 }
finish { F_MetalC }
}
Note I made the minor radius a bit smaller since it's not being scaled.
On a circle drawn on the XY plane, X is proportional to cos(a) and Y is
proportional to sin(a) so you can derive the angle by asin(a), then get
the X (or major radius in this case) by cos(asin(a)).
If you do want the same as you had but a hemispherical version try
#declare a = .1 #while(a < 1)
object{b_ring scale cos(asin(a)) translate y*a }
#declare a = a+.1 #end
Hope this helps.
Cheers, PoD.
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PoD <pod### [at] merlinnetau> schrieb im Beitrag <35D### [at] merlinnetau>...
> Daniel Sullivan wrote:
> >
> > Hi there-
> >
> > I'm trying to create a 'screen' for my povray bong using tori.
> > At the same time I'm trying learn how to use povrays programming
> > directives so I do'nt have to write so many lines of code.
> > I'm including the code I've already written so you can see what I'm
> > attempting to do.
> >
> > [SNIP]
> >
> > sig### [at] hotmailcom
> > http://www.geocities.com/SoHo/1006
>
> [SNIP]
>
> #declare a = .1 #while(a < 1)
> object{b_ring scale cos(asin(a)) translate y*a }
> #declare a = a+.1 #end
>
Wouldn't:
#declare a = 0.1
#while( a < 1 )
object{ b_ring scale 1 - a translate y * a }
#declare a = a + 0.1
#end
be a lot easier to read (and understand)?
--
Best regards,
_ __ _ , _ _ _
' ) ) / _/_ ' ) / ' ) ) )
/--' ____/___/> __ / /--/ / / / __,_ __ o _ ______
/ \_(_) /_) (__/ (_<__ / ( o / ' (_(_) (_/ (_<_/_)_(_) / <_
Robert H. Morrison Tel: +49 721 9628 167
Software Development, Basis Team FAX: +49 721 9628 261
Hitex-Systementwicklung GmbH Email: RMorrison@hitex.de
Post a reply to this message
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[snip]
>
> Wouldn't:
>
> #declare a = 0.1
>
> #while( a < 1 )
> object{ b_ring scale 1 - a translate y * a }
> #declare a = a + 0.1
> #end
>
> be a lot easier to read (and understand)?
> --
> Best regards,
> _ __ _ , _ _ _
> ' ) ) / _/_ ' ) / ' ) ) )
> /--' ____/___/> __ / /--/ / / / __,_ __ o _ ______
> / \_(_) /_) (__/ (_<__ / ( o / ' (_(_) (_/ (_<_/_)_(_) / <_
>
> Robert H. Morrison Tel: +49 721 9628 167
> Software Development, Basis Team FAX: +49 721 9628 261
> Hitex-Systementwicklung GmbH Email: RMorrison@hitex.de
The point is to make a hemisphere of tori rather than a cone.
Cheers, PoD.
Post a reply to this message
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PoD wrote:
>
> Daniel Sullivan wrote:
> >
> > Hi there-
> >
> > I'm trying to create a 'screen' for my povray bong using tori.
> > At the same time I'm trying learn how to use povrays programming
> > directives so I do'nt have to write so many lines of code.
> > I'm including the code I've already written so you can see what I'm
> > attempting to do.
> >
> > / Persistence of Vision Ray Tracer Scene Description File
> > // File:screen.pov
> > // Vers: 3.1
> > // Desc: screen created with tori
> > // Date: 8/20/98
> > // Auth: ArfGrafix
> >
> > // ==== Standard POV-Ray Includes ====
> > #include "colors.inc" // Standard Color definitions
> > #include "textures.inc" // Standard Texture definitions
> > #include "metals.inc"
> >
> > // Set a color of the background (sky)
> > background { White }
> >
> > camera
> > {
> > location <0.0 , 2.0 ,-5.0>
> > look_at <0.0 , 0.0 , 0.0>
> > }
> >
> > // create a regular point light source
> > light_source
> > {
> > 0*x // light's position (translated below)
> > color red 1.0 green 1.0 blue 1.0 // light's color
> > translate <-20, 40, -20>
> > }
> >
> > #declare b_ring =
> > torus { 2, .0625 pigment { P_Brass3 } finish { F_MetalC } }
> >
> > object { b_ring scale .9 translate .1*y }
> > object { b_ring scale .8 translate .2*y }
> > object { b_ring scale .7 translate .3*y }
> > object { b_ring scale .6 translate .4*y }
> > object { b_ring scale .5 translate .5*y }
> > object { b_ring scale .4 translate .6*y }
> > object { b_ring scale .3 translate .7*y }
> > object { b_ring scale .2 translate .8*y }
> > object { b_ring scale .1 translate .9*y }
> >
> > I wrote this piece of code and soon found out that this creates a
> > conical series of tori...I tried making a while loop to do this, but was
> > flummoxed by the task of having the while do two different operations.
> > What I want is series of tori that form a hemisphere rather than a
> > cone..that is each torus is a latitudinal strip that trace out a
> > hemisphere.
> > Thanks in advance for any helpful input that anyone may have.
> >
> > Best regards,
> >
> > Ron Hicks
> > sig### [at] hotmailcom
> > http://www.geocities.com/SoHo/1006
>
> First point, do you want the thickness of the ring to decrease as the
> height increases? This is what scaling the object is doing. If not then
> try
>
> union
> {
> #declare a = .1 #while(a < 1)
> torus { cos(asin(a)),.04 translate y*a }
> #declare a = a+.1 #end
> pigment { P_Brass3 }
> finish { F_MetalC }
> }
>
> Note I made the minor radius a bit smaller since it's not being scaled.
> On a circle drawn on the XY plane, X is proportional to cos(a) and Y is
> proportional to sin(a) so you can derive the angle by asin(a), then get
> the X (or major radius in this case) by cos(asin(a)).
>
> If you do want the same as you had but a hemispherical version try
>
> #declare a = .1 #while(a < 1)
> object{b_ring scale cos(asin(a)) translate y*a }
> #declare a = a+.1 #end
>
> Hope this helps.
> Cheers, PoD.
Pod-
many thanks for your help with the routine.....after a little fiddling
with what you had suggested I came up with a with a real nice screen for
my povray bong.
after I had posted the query to the newsgroup I felt adventurous and
tried to formulate my own routine for creating the hemisphere after
scratching the problem out with pencil and paper and here's what I came
up with...but with strange results.
You can find my improved povray bong in the povray immages group:)
==== Standard POV-Ray Includes ====
#include "colors.inc" // Standard Color definitions
#include "textures.inc"
#include "metals.inc"
camera
{
location <0.0 , 2 ,-5>
look_at <0.0 , 0.0 , 0.0>
}
// create a regular point light source
light_source
{
0*x // light's position (translated below)
color red 1.0 green 1.0 blue 1.0 // light's color
translate <-20, 40, -20>
}
// Set a color of the background (sky)
background { White }
#declare m =2;
#declare c = 0;
#while (c < 90)
#declare m = m*cos(c)
torus { m, m/16 translate sin(c)*y pigment { Red } }
#declare c = c+10;
#end
What am I missing here?
Many thanks in advance.
Best Regards,
Ron Hicks
http://www.geocities.com/SoHo/1006
sig### [at] hotmailcom
Post a reply to this message
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