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- POV-Ray Tutorial
- POV-Ray Examples
Index of Content
- Geometry
- Pawn
- Wireframe Cube
- Octagon
- Egg Shape
- Star
- Optical Lens
- Chessboard
- Regular Tetrahedron
- Penrose Triangle
- Yin & Yang
- Fishblob
- Threefold
- Trefoil
- Architecture
- Engineering
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Star
The construction of a simple star shape.
Example for the using of the "intersection" and/or "difference".
Objects: "box", "sphere".
Methods: "#declare", "union{...}", "intersection", "difference".
Click here for an example!
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The construction step by step:
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We start with a "box".
To get a clearly defined length of the rays we scale the box by the square root of 2.
(Then the diagonals of it's surfaces have a length of 2 units!)
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box { <-1,-1,-1>,< 1,1,1>
scale <1,1,1>*sqrt(2)
}
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We rotate the box around the z axis by 45 degrees.
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box { <-1,-1,-1>,< 1,1,1>
scale <1,1,1>*sqrt(2)
rotate<0,0,45>
}
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Then the box is scaled in y direction and
after this it is turned around the x axis by 45 degrees.
We use the declare statement to make this shape now
to a new object called "Ray_Profile".
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#declare Ray_Profile =
box { <-1,-1,-1>,< 1,1,1>
scale <1,1,1>*sqrt(2)
rotate<0,0,45>
scale <1,0.36,1>
rotate<45,0,0>
} |
The new object is now mirrored
at the xy plane in z direction by "scale<1,1,-1>".
Then we make an intersection of the original shape and it's mirror image..
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intersection{
object{ Ray_Profile }
object{ Ray_Profile scale<1,1,-1>}
} |
To be able to make also stars with an odd number of rays
we need to subtract ( = intersection with the inverse shape) a box
to get rid of the left part of our ray shape. This shape now we
declare as a new object called "'Ray"..
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#declare Ray =
intersection{
object{ Ray_Profile }
object{ Ray_Profile scale<1,1,-1>}
box{<-2,-1,-1>,<0,1,1> inverse}
} |
The rays of a star were arranged finally
by a while loop rotating them around the y axis.
For the right image the rays were made more slender
by applying " scale<1,0,5,0.5> ".
The resulting star shape has a radius of 2 units.
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union{
#local Nr = 0; // start
#local EndNr = 5; // end
#while (Nr < EndNr)
object{Ray rotate<0,Nr*360/EndNr,0>}
#local Nr = Nr + 1;// next Nr
#end // ------------- end of loop
rotate<0,0,0>
translate<0,0,0>
} // end of union |
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