POV-Ray : Newsgroups : povray.general : Help with thin object : Help with thin object Server Time
4 Nov 2024 23:15:08 EST (-0500)
  Help with thin object  
From: Jettero Heller
Date: 14 Aug 2003 10:30:30
Message: <slrnbjn768.msb.povfan@corky.voltar-confed.org>
I'm making yet another go board.  Wonderful game.  

I'm having some trouble rendering thin rectangles.  I can
completely see why povray fails to render some of the lines in
the from-the-side views.

But in this case, I'd like it to really really draw the lines no
matter what.  I experimented with making the ink artificially
tall, but it looked obviously wrong in the close-ups.

Jitter didn't really work how I'd hoped and no amount of
anti-aliasing recursion seemed to help.

I've posted the images here:

    http://voltar-confed.org/tmp/goban2.snaps


Here's how I'm drawing the ink:

#declare inkclr = texture {
    finish { phong 0 crand 0 specular 0 reflection 0 ambient 1 } 
    pigment { color rgb <0, 0, 0.005> }
}

#declare inkshp = object {
    union {
        #declare counter=0;
        #while (counter < hatches) 
            #declare a=(9.7-hatchwt)-(widthofhatch*counter);
            #declare b=9.7-(widthofhatch*counter);

            box { <a, inklow, 9.7>, <b, inktop, 0.3> }
            box { <9.7, inklow, a>, <0.3, inktop, b> }

            #declare counter=counter+1;
        #end
        cylinder { posc( 4,  4, inklow) posc( 4,  4, inktop), hatchwt*2.2 }
        cylinder { posc(16, 16, inklow) posc(16, 16, inktop), hatchwt*2.2 }
        cylinder { posc( 4, 16, inklow) posc( 4, 16, inktop), hatchwt*2.2 }
        cylinder { posc(16,  4, inklow) posc(16,  4, inktop), hatchwt*2.2 }
        cylinder { posc(10, 10, inklow) posc(10, 10, inktop), hatchwt*2.2 }
    }
}


-- 
If riding in an airplane is flying, then riding in a boat is swimming.
39 jumps, 8.0 minutes of freefall, 14.5 ff vertical miles.


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