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- POV-Ray Tutorial
Loops in POV-Ray
1. For + While
Comparison
2. Linear
Transformations
3. Circular
Transformations
4. Moebius etc.
>5. Screws
& Spirals
6. Twisting
Spirals
7. Snails
& Ammonites
8. Spherical Spirals 1
9. Spherical Spirals 2
10. Fibonacci Spirals
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Loops with Screws and Spirals
The superposition of the rotation of a sphere and a translation along the axis of this rotation
results into a screw formed placing of the elements:
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#declare Ball =
sphere{<0,0,0>,0.35 scale <1,1,1>
texture{
pigment{ color rgb<1,0.55,0>}
finish { phong 1}}}
//-------------------------------------
#declare Radius = 3.00;
#declare N_rev = 3;//NumberOFrevolution
#declare N_p_rev=50;//ElementsPERrev.
#declare H_p_rev=0.8;//Heightdiff./rev.
#declare H = H_p_rev/N_p_rev;
//-----------------------------------
#declare Nr = 0; //start
#declare EndNr = N_rev*N_p_rev;// end
#while (Nr < EndNr)
object{ Ball
translate<Radius,Nr*H,0>
rotate<0,Nr*360/N_p_rev,0>}
#declare Nr = Nr+1; // next Nr
#end // ------------ end of loop ----- |
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If we increase the number of elements per revolution
the single elements are morphing into a new shape.
The pitfall of this technic: The number of elements and with this the need of RAM
as well as the time for calculation is increasing very fast:
here we have 2500 cylinders per revolution!
//------------------------------------
#declare N_p_rev=2500;
//------------------------------------ |
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If we add to a rotation on zero level a constant radial translation,
we get a spiralformed shape:
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#declare Ball =
sphere {<0,0,0>,0.45
texture{pigment{color rgb<1,0.6,0>}
finish { phong 1}}}
//---------------------------------
#declare Radius0 = 0.0;
#declare N_rev = 4;
#declare N_p_rev = 500;
#declare D_p_rev = 1.0;
#declare D = D_p_rev/N_p_rev;
//--------------------------------
#declare Nr = 0; //start
#declare EndNr=N_rev*N_p_rev;//end
#while (Nr< EndNr)
object{Ball
translate<Radius0+Nr*D,0,0>
rotate<0,Nr*360/N_p_rev,0>
}
#declare Nr = Nr + 1; // next Nr
#end // --------- end of loop ----- |
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