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Okay, this is finally the last time I try it too using what you had done
here before Paul :-)
With AA done on it and looking face on it seems fine, plus it's
now complete with that pair of dots found on these symbols. What I still
don't know though is which is Ying and which is Yang, so switch the names if
need be.
Tweaking, if any, left up to others from now on.
// Ying Yang again
camera {location < 0, 5, 0 >look_at 0}
light_source {10*y,1}
background {color rgb <1,0,0>}
#declare O_Ying=
intersection
{
cylinder
{
< 0,-0.199, 0>, < 0, 0.199, 0>, 2
}
box
{
<-3,-0.2,-3>, < 3, 0.2, 0>
inverse
pigment {rgb <1,0,0>}
}
cylinder
{
<-1,-0.2, 0>, <-1, 0.2, 0>, 1
inverse
}
}
#declare O_Yang=
union
{
object
{
O_Ying
}
cylinder
{
< .975,-0.2, 0>, < .975, 0.2, 0>, .975
}
cylinder // the white sides (black) dot
{
< .975,-0.21, 0>, < .975, 0.21, 0>, .25
pigment {rgb 0}
}
rotate 180*y
}
#declare YingYang=
union {
union {
object {O_Ying}
cylinder
{
<.975,-0.2, 0>, <.975, 0.2, 0>, .975
}
cylinder // the black sides (white) dot
{
< .975,-0.21, 0>, < .975, 0.21, 0>, .25
pigment {rgb 1} finish {ambient 1}
}
pigment {rgb 0}
}
object {O_Yang pigment {rgb 1} finish {ambient 1}}
}
YingYang
// Bob
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Cool .. that seems to do the trick, as Spock has shown in p.b.a. Thanks!
--
Paul Vanukoff
van### [at] primenet com
Adam Coffman wrote in message <386A5828.984A09DC@ipfw.edu>...
>Is it too late? I worked out an equation for what I think you're
>trying to get. The radius depends on the angle A in a more
>complicated way, but this seems to close up the gap.
>
>
>#declare O_Ying=
>union
>{
> #declare R=0;
> #while (R<1.0001)
> #declare A=R*180;
>
> #declare X=2*cos(radians(A))/(-3+cos(radians(A)));
> #declare Y=0.0;
> #declare Z=2*sin(radians(A))/(-3+cos(radians(A)));
>
> sphere
> {
> <X,Y,Z>,(-1+cos(radians(A)))/(-3+cos(radians(A)))
> }
>
> #declare R=R+0.01;
> #end
>}
>
>#declare O_Yang=
>object
>{
> O_Ying
> rotate y*180
>}
>
>
>Adam C.
>
>.......................
>
>Paul Vanukoff wrote:
>
>> I'm trying to create a ying/yang sort of image. Here is some source that
>> defines the objects. On paper it seems like it would work, but when
>> rendered, there is a nice gap between the two halves. I have messed
around
>> with different formulae, but can't get it right. Can anyone grok the
formula
>> for this? :)
>>
>> // Source //
>>
>> #declare O_Ying=
>> union
>> {
>> #declare R=0;
>> #while (R<1)
>> #declare A=R*180;
>>
>> #declare X=1.5*cos(radians(A))+0.5;
>> #declare Y=0.0;
>> #declare Z=1.5*sin(radians(A));
>>
>> sphere
>> {
>> <X,Y,Z>,R
>> }
>>
>> #declare R=R+0.01;
>> #end
>> }
>>
>> #declare O_Yang=
>> object
>> {
>> O_Ying
>> rotate y*180
>> }
>>
>> // End Source //
>>
>> --
>> Paul Vanukoff
>> van### [at] primenet com
>
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