POV-Ray : Newsgroups : povray.newusers : Profile along curve. Yes? : Re: Profile along curve. Yes? Server Time
14 May 2024 16:20:16 EDT (-0400)
  Re: Profile along curve. Yes?  
From: LanuHum
Date: 5 Jan 2014 10:35:00
Message: <web.52c97a22b097185d7a3e03fe0@news.povray.org>
Hi.
Sorry!
I created the file in blender with object sphere_sweep:

global_settings {
    assumed_gamma 1
    max_trace_level 3
}
background {rgbt<0.0509, 0.0509, 0.0509, 0>}
#declare NurbsCurve =
sphere_sweep { cubic_spline 10,
    <-1.796,-0.2653,0.5108>,0.2,
    <-1.627,-0.8928,0.7868>,0.2,
    <0.01627,-1.644,-0.4275>,0.2,
    <1.422,-0.6246,-2.678>,0.2,
    <-0.6351,0.9274,-1.604>,0.2,
    <-1.659,0.5656,-0.2417>,0.2,
    <-1.5,0,0>,0.2,
    <-1,-4.371e-08,-1>,0.2,
    <1,-4.371e-08,-1>,0.2,
    <1.5,0,0>,0.2
    texture {pigment{rgb 0.8}}
    scale <1,1,1>
    rotate <-2.504e-06,-0,0>
    translate <0.000000, 0.000000, 0.000000>
}
object {NurbsCurve}
light_source {
    <4.08,5.9,-1.01>
    color rgb<1, 1, 1>
}
#declare Camera_Location = <7.481132, 5.343666, 6.507640>;
#declare Camera_Look_At = <0, 0, -1>;
#declare Camera_Angle = 49.134343;
#include "transforms.inc"
#declare Cam_V = Camera_Look_At - Camera_Location;
#declare Cam_Ho = sqrt(pow(Cam_V.x,2)+pow(Cam_V.z ,2));
#declare Cam_Y = Camera_Look_At.y - Camera_Location.y;
camera {
    angle  Camera_Angle
    right <-1.6077777759896383, 0, 0>
    location  <0,Camera_Look_At.y,-Cam_Ho>
    matrix<1,0,0, 0,1,0, 0,Cam_Y/Cam_Ho,1, 0,0,0>
    Reorient_Trans(z,<Cam_V.x,0,Cam_V.z>)
    translate<Camera_Look_At.x+2,1.25,Camera_Look_At.z+2>
}

Render good: object in scene

Now I want to use coordinates NurbsCurve for while
I use an example from James Holsenback in this topic:

global_settings {
    assumed_gamma 1
    max_trace_level 3
}
background {rgbt<0.0509, 0.0509, 0.0509, 0>}

#declare TableLegShape =
spline {
cubic_spline
 0/10 <-1.796,-0.2653,0.5108>
 1/10 <-1.627,-0.8928,0.7868>
 2/10 <0.01627,-1.644,-0.4275>
 3/10 <1.422,-0.6246,-2.678>
 4/10 <-0.6351,0.9274,-1.604>
 5/10 <-1.659,0.5656,-0.2417>
 6/10 <-1.5,0,0>
 7/10 <-1,-4.371e-08,-1>
 8/10 <1,-4.371e-08,-1>
 9/10 <1.5,0,0>
 }

// the shape that will follow the profile
#declare TableLegSegment =
union {
 sphere {0,0.1 translate z*0.125}
 cylinder {<0,0,-0.125>, <0,0,0.125>, 0.1}
 sphere {0,0.1 translate -z*0.125}
 }

// the final shape
#declare TableLeg =
#declare ctr = 0;
union {
 #while (ctr < 1)
  object { TableLegSegment rotate z*0
   translate TableLegShape (ctr)
   }
  #declare ctr = ctr + 0.00025;
 #end
 }

light_source {
    <4.08,5.9,-1.01>
    color rgb<1, 1, 1>
}
#declare Camera_Location = <7.481132, 5.343666, 6.507640>;
#declare Camera_Look_At = <0, 0, -1>;
#declare Camera_Angle = 49.134343;
#include "transforms.inc"
#declare Cam_V = Camera_Look_At - Camera_Location;
#declare Cam_Ho = sqrt(pow(Cam_V.x,2)+pow(Cam_V.z ,2));
#declare Cam_Y = Camera_Look_At.y - Camera_Location.y;
camera {
    angle  Camera_Angle
    right <-1.6077777759896383, 0, 0>
    location  <0,Camera_Look_At.y,-Cam_Ho>
    matrix<1,0,0, 0,1,0, 0,Cam_Y/Cam_Ho,1, 0,0,0>
    Reorient_Trans(z,<Cam_V.x,0,Cam_V.z>)
    translate<Camera_Look_At.x+2,1.25,Camera_Look_At.z+2>
}

Object NOT in scene!
Help me, please!
Thanks!


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