Descriptions and Examples for the POV-Ray Raytracer by Friedrich A. Lohmüller Geometric Shapes in POV-Ray Italiano Français Deutsch

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Geometric Shapes
Index
Basic Shapes
- sphere
> cylinder
- cone
- torus
- box
- prism
- plane
- sor
- lathe
- superellipsoid
- ovus

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

# cylinder = tube

cylinder = Zylinder
general syntax:
 ```cylinder{,, r texture{ ... ... } }```
In this <x1,y1,z1> and <x2,y2,z2> are the coordinates of the centers of the both ends and r is the radius.
The examples here:
 ```// the white cylinder left side: cylinder{ <0,0,0>,<0,3,0>,1 texture{ pigment{ color White} finish { reflection 0.1 phong 1} } scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // the both violet cylinders in front: cylinder{ <2,0,0>,<3.5,2,0>,0.2 texture{ pigment{ color Plum} finish { phong 1} } scale <1,1,1> rotate<0,0,0> translate<0,0,-1> } cylinder{ <3.5,2,0>,<5,0,0>,0.2 texture{ pigment{ color Plum} finish { phong 1} } scale <1,1,1> rotate<0,0,0> translate<0,0,-1> } // the slice of a tree right: cylinder{ <0,0,0>,<0,0,0.5>,1 texture{ EMBWood1 scale 0.1 finish { phong 1}} translate<5,2,3>} //white flat cylinder, shrinked in z-direction right: cylinder{ <0,0,0>,<0,0.2,0>,2 texture{ pigment{ color White} finish { reflection 0.1 phong 1} } scale <1,1,0.5> rotate<0,0,0> translate<4,0,2> } // the chrome mirrored cylinder in the back: cylinder{ <0,0,0>,<0,6,0>,2 texture{ Polished_Chrome finish {reflection 0.7} } scale <1,1,1> rotate<0,0,0> translate<3,0,6> }```
 Hint: To construct a cylinder 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:
The most times worse style:
Start and end point of the cylinder are definded by their final values
=> the length and the position is hard to understand!
 ```cylinder{<4,2,2>,<4,2,5>,0.5 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:
 ```cylinder{<0,0,0>,<0,0,3>,0.5 translate<4,2,2> texture{ ... ... } }```

Special Effect: If we add the optional command "open", we get an open cylinder:

 ```cylinder{ <0,0,0>, <0,0.35,0>, 0.45 open texture{ pigment{ color rgb<1,1,1>*0.75} finish { phong 0.4 reflection 0.05} } // end of texture scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // end of cone ------------------------------```

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