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- POV-Ray Tutorial
Geometrische Körper
Inhaltsübersicht
Grundformen
Körper mit Makros + CSG
Körper in "shapes3.inc"
Andere Körper als Makros
3D-Text-Objekte
Andere Formen
Non CSG Körper
height_field + HF macros
Isosurfaces
- with Basic Surfaces
- with Sine Functions
- by Built-in Functions
->by Helix Functions
- by Pattern Functions
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isosurface{ ... } - mit den built-in-Funktionen helix, spiral und mesh1. Beispiele:
Built-in shape
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isosurface{ //------------------------------------
function{ f_helix1( x,y,z,
1, // number of helixes, (1 = single helix, 2 = double helix etc.)
3.5*2*pi,// For number N of turns per heigth of y = 1 unit, use N* 2*pi
0.07, // minor radius,
0.80, // major radius,
1, // shape parameter,
0.3, // cross section type,
// (0.0 to 1.0 = square ... rounded to circle
// over 2.0 to 3.0 = rounded to diamond and concave diamond
0 ) // cross section rotation angle
}
contained_by {box { -1 , 1 }}
threshold 0
max_gradient 3.168
accuracy 0.0001
texture{
pigment{ color rgb<1,0.9,0.5>}
finish { diffuse 0.75 specular 0.1
roughness 0.1 phong 0.2 }
} // end of texture
scale <1,1,1>*0.9
rotate <0,0,0>
translate <0,0,0>
} // end of isosurface ---------------- |
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isosurface{ //-------------------------------------
function{ f_helix1( x,y,z,
8, // number of helixes, (1 = single helix, 2 = double helix etc.)
0.6 *2*pi,// For number N of turns per heigth of y = 1 unit, use N* 2*pi
0.07, // minor radius,
0.80, // major radius,
0.75, // shape parameter,
2.0, // cross section type,
// (0.0 to 1.0 = square ... rounded to circle
// over 2.0 to 3.0 = rounded to diamond and concave diamond
0 ) // cross section rotation angle
}
contained_by {box { -1, 1 }}
threshold 0
max_gradient 18
texture{
Chrome_Metal
finish {phong 0.2 }
} // end of texture
scale <1,1,1>*1
rotate <0,0,0>
translate <0,0,0>
} // end of isosurface ---------------- |
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isosurface{ //---------------------------------
function { f_helix2( x,y,z,
0, // not used,
1.9*2*pi, // For number N of turns per heigth of y = 1 unit, use N * 2*pii
0.38, // minor radius,
0.50, // major radius,
0, // not used,
0.5, // cross section type,
// (0.0 to 1.0 = square ... rounded to circle
// over 2.0 to 3.0 = rounded to diamond and concave diamond
0 ) // cross section rotation angle
}
contained_by {box { -1 , 1 }}
threshold 0
max_gradient 10
texture {
pigment{ color rgb<1,1,1>*1.1}
finish { specular 0.4 phong 0.7}
} // end of texture
scale <1,1,1>*1
rotate <0,0,0>
translate <0,0,0>
} // end of isosurface ---------------- |
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isosurface{ //-------------------------
function { f_spiral( x,y,z,
0.2, // distance between windings,
0.05, // thickness,
0.9, // outer diameter of the spiral,
0, // not used,
0, // not used,
0.45 ) // cross section type
}
threshold 0
max_gradient 5
contained_by{sphere{<0,0,0>,1}}
texture{
pigment{ color rgb<1,0.75,0>}
finish { specular 0.2 phong 0.7 }
} // end of texture
scale <1,1,1>*1.25
rotate <0,0,0>
translate <0,0,0>
} // end of isosurface ---------------- |
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isosurface{ //-------------------------
function{ f_mesh1( x,y,z,
0.45, // distance between neighboring threads in the x direction,
0.30, // distance between neighboring threads in the z direction,
0.15, // relative thickness in the x and z directions,
0.05, // amplitude of the weaving effect,
0.25) // relative thickness in the y direction
}
contained_by{box{-1.5,1.5}}
threshold 0.01
max_gradient 8
texture{
pigment{ color rgb<0.65,0.55,0.45>}
normal { bumps 0.25 scale 0.015}
finish { phong 0.2 }
} // end of texture
scale <1,1,1>*1
rotate <0,0,0>
translate <0,0,0>
} // end of isosurface ---------------- |
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