Descriptions and Examples for the POV-Ray Raytracer by Friedrich A. Lohmüller
Geometric Shapes in POV-Ray
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Basic Shapes
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Shapes by macro + CSG
Shapes in "shapes3.inc"
Other Shapes by macros
3D text shapes
other Shapes
Non CSG Shapes
height_field + HF macros
Isosurfaces
                                   
Sample cone
cone
= taper
cone
Samples cones 600x450
cone, taper
general syntax:
cone{<x1,y1,z1>,r1,<x2,y2,z2>, r2
          texture{ ... ... }
        }
Here <x1,y1,z1> und <x2,y2,z2> are the coordinates of the centers of the ends,
r1 and r2 are the according radii.
If we chose for one on the both radius the value 0, you will get a cone with a tip at this end.
The examples here:
//---------------the golden cone ------
cone{<-1,2,-3>,1.0,<4,4,5>,0.0
      texture{Polished_Chrome
              pigment{color rgb<1,0.8,0>}
              normal {bumps 0.5 scale 0.15}
              finish {phong 1}
             }
   } //----------------------------------------
//-------- the violet reflecting cone  --------
cone{ <0,0,0>,1.0,<0,2,0>,0.5
      texture{ Polished_Chrome
               pigment{color rgb<1,0,0.5>}
               normal {crackle 0.5 scale 0.15}
               finish {phong 1}
             }
      translate<2,0,0>
    } //--------------------------------------

Tip:To buildt a cone which is parallel to one of the axis of the coordinatensystem but not in zero position, this can be done in a more difficult way but also in an easier way (see also "cylinder"):

The most times worse style:
Start and end point of the cone are definded by their final values
=> the length and the position is hard to understand!
cone{<4,2,2>,0.5, <4,2,5>,1.0
         texture{ ... ... } }
The better style much easier to understand is better done according to this
principle of construction:
1st step: modellizzing (length and radius) the body at zero and then
2nd step: moving the body to it's final position.
In this case the instructions better to understand would be the following :
cone{ <0,0,0>,0.5, <0,0,3>,1.0
         translate<4,2,2>
         texture{ ... ... } }

Special Effect: If we choose one of the terminal radii negative,
we are getting a double cone:


cone{ <0,0,0>,0.5, <0,1.00,0>,-0.2
      texture{ pigment{ color rgb<0.8,0.55,1.0>*0.75}
               finish { phong 0.4}
             } // end of texture
      scale <1,1,1> rotate<0,0,0> translate<0,0,0>
    } // end of cone ---------------------------------
double cone

Special Effect II: If we the optional command "open",
we get an open cone:

cone{ <0,0,0>, 0.3, <0,1.00,0>, 0.5 open
      texture{ pigment{ color rgb<0.8,1.0,0.25>*0.75}
               finish { phong 0.4}
             } // end of texture
      scale <1,1,1> rotate<0,0,0> translate<0,0,0>
    } // end of cone --------------------------------
cone open

© Friedrich A. Lohmüller, 2010
www.f-lohmueller.de
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