About this blog

Escultura fractal, ver artículo.

translate into English
  • 7 posts
  • 1035 visits

» add a comment?

November 2007
  Sun Mon Tue Wed Thu Fri Sat  
          1 2 3  
  4 5 6 7 8 9 10  
  11 12 13 14 15 16 17  
  18 19 20 21 22 23 24  
  25 26 27 28 29 30    

Archives

November 5, 2007

POVRAY: Ejercicio con CSG (Geometría Constructiva de Sólidos)

Ver en el manual en castellano Objetos CSG, en el Curso a distancia sobre POV-Ray.

Aplicación de CSG, se perfora un prisma hexagonal, con esfers y cilindros.

Recomendamos estudiar el recurso Objetos CSG.

camera {
location <-3.5, 0.25, -3.5>
look_at <0.0, 1.0, 0.0>
right x*image_width/image_height
}
camera {
location <-0.0, 0.60, -0.85>
look_at <0.0, 0.60, 0.0>
right x*image_width/image_height
}
camera {
location <-0.30, 0.10, -1.0>
look_at <0.0, 1.40, 0.0>
right x*image_width/image_height
}


Fuente de la primer imagen.


// Persistence of Vision Ray Tracer Scene Description File
// File: ejercicio_CSG_01.pov
// Vers: 3.6
// Desc: ejercicio prisma perforado con esferas y cilindros
// Date: 19 de junio de 2005
// Auth: Mario Antonio Herrero Machado
// ==== Standard POV-Ray Includes ====
#include "colors.inc" // Standard Color definitions
#include "textures.inc" // Standard Texture definitions
#include "functions.inc" // internal functions usable in user defined functions
#include "woods.inc"
//global_settings {
// assumed_gamma 1}
//===================== RADIANCE AND ENVIRONMENT SETTINGS =====================


#declare Rad_Quality = 3;

global_settings {
assumed_gamma 1

#switch (Rad_Quality)
#case (1)
radiosity { // --- Settings 1 (fast) ---
pretrace_start 0.08
pretrace_end 0.02
count 50
error_bound 0.5
recursion_limit 1
}
#break
#case (2)
radiosity { // --- Settings 2 (medium quality) ---
pretrace_start 0.08
pretrace_end 0.01
count 120
error_bound 0.25
recursion_limit 1
}
#break
#case (3)
radiosity { // --- Settings 3 (high quality) ---
pretrace_start 0.08
pretrace_end 0.005
count 400
error_bound 0.1
recursion_limit 1
}
#break
#case (4)
radiosity { // --- Settings 4 (medium quality, recursion_limit 2) ---
pretrace_start 0.08
pretrace_end 0.005
count 350
error_bound 0.15
recursion_limit 2
}
#break
#end

}

fog {
fog_type 2
fog_alt 1.3
fog_offset 0
color rgb <0.7, 0.8, 0.9>
distance 800
}

light_source {<1000, 10000, -15000> color rgb <1.0, 0.9, 0.78>*1.5} //2.3

sphere { // --- Sky ---
<0, 0, 0>, 1
texture {
pigment {
gradient y
color_map {
[0.0 color rgb < 1.0, 1.0, 1.0 >]
[0.3 color rgb < 0.5, 0.6, 1.0 >]
}
}
finish { diffuse 0 ambient 1 }
}
scale 10000
hollow on
no_shadow
}
// perspective (default) camera
camera {
location <-3.5, 0.25, -3.5>
look_at <0.0, 1.0, 0.0>
right x*image_width/image_height
}
/*
// create a regular point light source
light_source {
0*x // light's position (translated below)
color rgb <1,1,1> // light's color
translate <-20, 40, -20>
}
*/
plane{y,0 pigment{color rgb<1,1,1>}}

#declare madera=texture{T_Wood14 scale 0.125 rotate<90,0,0> translate<0.2,0,0>}

#declare prisma=prism {
linear_sweep
linear_spline
-1, // arrastraremos la siguiente figura desde aquí...
1, // ... hasta aquí.
7, // número de puntos que forman la figura ...
<0.3,0.5>, <-0.3,0.5>, <-0.5,0.0>, <-0.3,-0.5>, <0.3, -0.5>, <0.5,0.0>, <0.3,0.5>
texture{madera}
}

#declare mazo=union{
sphere{<0.0,0.0,0.0>,0.15 texture{madera}}
cylinder{<0,0,0>,<0,-0.5,0>,0.085 texture{madera}}
cylinder{<0,0,0>,<0.0,0.0,1.0>,0.085 texture{madera}}
}

#declare mazos=union{
object{mazo translate<0.0,1.2,-0.5>}
object{mazo translate<0.0,0.8,-0.5>}
object{mazo translate<0.0,0.4,-0.5>}
object{mazo translate<0.0,0.0,-0.5>}
object{mazo translate<0.0,-0.4,-0.5>}
object{mazo translate<0.0,-0.8,-0.5>}
}

#declare escultura=difference{object{prisma}
object {mazos}
//object{mazos rotate<0,30,0>}
object{mazos rotate<0,60,0>}
//object{mazos rotate<0,90,0>}
object{mazos rotate<0,120,0>}
//object{mazos rotate<0,150,0>}
object{mazos rotate<0,180,0>}
//object{mazos rotate<0,210,0>}
object{mazos rotate<0,240,0>}
//object{mazos rotate<0,270,0>}
object{mazos rotate<0,300,0>}
//object{mazos rotate<0,330,0>}
}

object{escultura translate<0,1,0>}
object{escultura translate<-1.5,1,1.5>}
object{escultura translate<1.5,1,-1.5>}
© Published at 18:09 ( 0 comments / 298 visits )
This post is public

September 22, 2007

tortuga.inc, Logo con PovRay

Las macros definidad en tortuga.inc, son una adaptación para povray siguiendo lo expuesto en el libro "Ideas y Formas" de Horacio C. Reggini, Editorial Galapagos, septiembre de 1985, Argentina. Capítulo "El sistema Logo Tridimensional" , página 163 a 191.

read more
© Published at 00:54 ( 0 comments / 251 visits )
This post is public

September 22, 2007

POVRAY - Aplicación de tortuga.inc y sphere_sweep

La macro tortuga.inc, simula una tortuga LOGO en el espacio (3D).

read more
© Published at 00:43 ( 0 comments / 92 visits )
This post is public

September 22, 2007

POVRAY - macro makesnow.inc

Este macro para povray, ha sido usado en sphere_sweep_02a.pov, publicado en este blog. Debe ser usado tal cual ha sido copiado aquí, respetando los comentarios del autor, Copyright 2003 Gilles Tran http://www.oyonale.com .

read more
© Published at 00:12 ( 0 comments / 77 visits )
This post is public

September 21, 2007

Uso de sweep_sphere en povray y makesnow.inc

sphere sweep 02a
sphere sweep 02a
www.facebook.com/photo.php

// Persistence of Vision Ray Tracer Scene Description File
// File: .pov
// Vers: 3.5
// Desc: sphere_sweep_02a.pov
// Date: 21 de diciembre de 2004
// Auth: Mario Antonio Herrero Machado
// ==== Standard POV-Ray Includes ====
#include "colors.inc" // Standard Color definitions
#include "textures.inc" // Standard Texture definitions
#include "functions.inc" // internal functions usable in user defined functions
#include "makesnow.inc" // tomada de www.oyonale.com/ressources/english/sources12.htm
// place all settings of globally influenced features here
/*global_settings {
#declare AmbientLight = <1,1,1>;
*/
//===================== RADIANCE AND ENVIRONMENT SETTINGS =====================
#declare Rad_Quality = 1;

global_settings {
assumed_gamma 1

#switch (Rad_Quality)
#case (1)
radiosity { // --- Settings 1 (fast) ---
pretrace_start 0.08
pretrace_end 0.02
count 50
error_bound 0.5
recursion_limit 1
}
#break
#case (2)
radiosity { // --- Settings 2 (medium quality) ---
pretrace_start 0.08
pretrace_end 0.01
count 120
error_bound 0.25
recursion_limit 1
}
#break
#case (3)
radiosity { // --- Settings 3 (high quality) ---
pretrace_start 0.08
pretrace_end 0.005
count 800
error_bound 0.1
recursion_limit 3
}
#break
#case (4)
radiosity { // --- Settings 4 (medium quality, recursion_limit 2) ---
pretrace_start 0.08
pretrace_end 0.005
count 350
error_bound 0.15
recursion_limit 2
}
#break
#end

}

fog {
fog_type 2
fog_alt 1.3
fog_offset 0
color rgb <0.7, 0.8, 0.9>
distance 800
}

//light_source {<1000, 10000, -15000> color rgb <1.0, 0.9, 0.78>*2.3}

sphere { // --- Sky ---
<0, 0, 0>, 1
texture {
pigment {
gradient y
color_map {
[0.0 color rgb < 1.0, 1.0, 1.0 >*0.5]
[0.3 color rgb < 0.5, 0.6, 1.0 >*0.5]
}
}
finish { diffuse 0 ambient 1 }
}
scale 10000
hollow on
no_shadow
}

//===================== THE SCENERY ITSELF ====================================




// perspective (default) camera
camera {
location <-4.0, 0.025, -5.0>
look_at <0.0, 1.0, 0.0>
right x*image_width/image_height
}
// create a regular point light source
light_source {
0*x // light's position (translated below)
color rgb <1,1,1> // light's color
translate <-20, 40, -20>
}

// An infinite planar surface
// plane {<A, B, C>, D } where: A*x + B*y + C*z = D
plane {
y, // <X Y Z> unit surface normal, vector points "away from surface"
-0.0 // distance from the origin in the direction of the surface normal
hollow on // has an inside pigment?
pigment{rgb<1.0,1.0,1.0>}
}

#declare Count2=-10;
#declare entramado= merge{
#while (Count2<11)
sphere_sweep {
linear_spline,
21,
#declare Count1=-10;
#while (Count1<11)
<Count1*0.25,1.55-(((Count1*Count1)*(Count2*Count2))*0.00015), Count2*0.25>, 0.05
#declare Count1=Count1+1;
#end
pigment{color rgb<1,0.5,0>}
}
sphere_sweep {
linear_spline,
21,
#declare Count1=-10;
#while (Count1<11)
<Count2*0.25,1.55-(((Count1*Count1)*(Count2*Count2))*0.00015), Count1*0.25>, 0.05
#declare Count1=Count1+1;
#end
pigment{color rgb<1,0.5,0>}
}
#declare Count2=Count2+1;
#end
}
object{entramado}
//---------------------------------------
// Snow on twigs
//---------------------------------------
#declare Particles=9000; // number of snow particles
#declare Size=0.04; // size of the largest snow particle
#declare Thickness=1; // thickness of the particles
#declare MinHeight=0; // snow starts falling from this height ( 1 = max height of the object)
#declare MaxHeight=1.5; // snow stops falling from this height ( 1 = max height of the object)
#declare Direction=-y*0.1; // Direction of gravity, wind etc.(-y = vertical, no wind)

union{
object{MakeSnow(entramado,Particles,Size,Thickness,MinHeight,MaxHeight,Direction)}

//translate <570,20,-780>
}

© Published at 23:46 ( 0 comments / 60 visits )
This post is public

August 5, 2007

Escultura fractal hecha con povray

Utilizando un fractal y un agente en 3D, se pueden realizar recorridos muy interesantes en el espacio. Se guardan esos puntos y luego se utilizan en una función "blob". Se agregan algunos elementos de paisaje y tenemos una extraña escultura a orillas de un lago.

read more
© Published at 23:02 ( 0 comments / 261 visits )
This post is public

August 3rd, 2007

Animaciones con povray

El programa povray es gratis y tiene todas las posibilidades de programación.

 

read more
© Published at 00:24 ( 3 comments / 122 visits )
This post is public


( 7 posts )

rss Latest posts - Subscribe to the latest posts of mherrero