POV-Ray : Newsgroups : povray.general : Rounded edges... : Re: Rounded edges... Server Time
4 Nov 2024 21:24:05 EST (-0500)
  Re: Rounded edges...  
From: Mike Williams
Date: 2 Sep 2003 02:28:26
Message: <rF8WfJAYVDV$Ew4v@econym.demon.co.uk>
Wasn't it -KK- who wrote:
>I am trying to create a pillar with slightly rounded edges.
>Scene text below....
>However, the edges meting at the apex are not equally
>curved, and those joinig the 2 prisms are not curved at all.
>Can anyone help me?
>TIA

I think that those problems may be unavoidable as long as you are using
prisms. You could achieve the effect using cylinders and spheres to do
the rounding, something like this:-


global_settings{assumed_gamma 1.4}
#include "colors.inc"
camera {location <0,5,-10> look_at -y*.8 angle 12}
light_source{<-5,10,-10> colour White}
background{colour LightBlue}


#declare H=1;   // Height of pyramidal section
#declare W=1;   // Width
#declare B=0.2; // Height of base section
#declare R=0.05; // Roundness of edges

              
// Calculate the angle of the face, so we know how far to translate it
#declare Theta = atan2(H,W)+radians(90);

#declare Side = union {
  cylinder {<W-R, 0, W-R> <0,H-R,0>, R}     // sloping 
  cylinder {<W-R, 0, W-R> <R-W, 0, W-R> R}  // horizontal
  cylinder {<W-R, 0, W-R> <W-R, -B, W-R> R} // vertical
  sphere {<W-R, 0, W-R>, R}                 // corner
  box {<W-R,0,W-R*2> <R-W,-B,W>}            // lower face
  triangle {<W-R,0,W-R> <0,H-R,0> <R-W, 0, W-R> // sloping face
    translate <0,R*sin(Theta),-R*cos(Theta)> 
  }
}

union {
  object {Side}  
  object {Side rotate y*90}  
  object {Side rotate y*180}  
  object {Side rotate y*270}  
  sphere {<0,H-R,0>, R} // vertex
  texture{
    pigment{Yellow}
    finish{specular 0.4}
  }
  translate -H*y
}



-- 
Mike Williams
Gentleman of Leisure


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