POV-Ray : Newsgroups : povray.binaries.images : Box division : Re: Box division Server Time
25 Apr 2024 02:42:05 EDT (-0400)
  Re: Box division  
From: Kenneth
Date: 24 Sep 2021 14:20:00
Message: <web.614e1466154a1cc34cef624e6e066e29@news.povray.org>
"Samuel B." <stb### [at] hotmailcom> wrote:
>
> I was looking through old files for something else and came across this scene.

I like to use animation, along with a changing code value somewhere, just to see
what happens with scenes. Here's a test, changing your 'gap' value...

// corner 1, corner 2, iterations (counting down)
#macro boxDivide(C1, C2, I)
 #local Gap = .06 - .057*clock; // originally set at 0.01
..........

I picked out three representative images (no radiosity or focal-blur, for
quicker renders). Fun!

BTW, instead of this...

#include "math.inc"
#include "shapes.inc"

.......I commented-out "shapes.inc" and instead pulled out the needed code
snippets from the various include files, and stuck them directly into your
scene...just to be slightly more efficient ;-)

// [from "shapes.inc]
#macro Wedge(Angle)
   #local A = clamp(Angle, 0, 360);
   #if(A < 180)
      difference {
         plane {-x, 0}
         plane {-x, 0 rotate y*A}
      }
   #else
      #if(A = 180)
         plane {-x, 0}
      #else
         intersection {
            plane {x, 0}
            plane {-x, 0 rotate y*A}
            inverse
         }
      #end
   #end
#end

// [from "transforms.inc", which happens to be #included in "shapes.inc"]
#macro Shear_Trans(A, B, C)
   transform {
      matrix < A.x, A.y, A.z,
             B.x, B.y, B.z,
             C.x, C.y, C.z,
             0, 0, 0>
   }
#end


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