|
|
"LanuHum" <Lan### [at] yandexru> wrote:
> Hi.
> Sorry!
>
> 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}
> }
>
Your final object is only here. You do add a line after the declaration.
> // 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
> }
>
ex here:
object {
TableLeg
}
> 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>
> }
>
Post a reply to this message
|
|