Beschreibungen und Beispiele zum Raytracer POV-Rayvon Friedrich A. Lohmüller            Geometrische Körper in POV-Ray
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Geometrische Körper
Inhaltsübersicht
Grundkörper
Shapes by macro + CSG
3D-Text-Formen
Andere Körper

Non-CSG Objekte
- disc
- polygon
- triangle
- smooth_triangle
->bicubic_patch
- mesh
- mesh2

height_field + HF macros
Isosurfaces

bicubic_patch{ ...}
Form mit gekrümmter Oberfläche gebildet von einem Dreiecksnetz

built-in shape, non-CSG

 ```//Syntax: ------------------------------ bicubic_patch{ patch_type // (boolean: 0 or 1) // 0 = Bezier patch, stores only the triangular vertices. // 1 = Bezier patch, stores all plane equations defined by // the triangulation of the patch into sub patches // (faster, needs more RAM) flatness //value from 0.0 to 1.0, // higher values are giving flatter, less smooth results! u_steps u_steps_number // number of triangles to subdivide (1 to 5) v_steps u_steps_number // number of triangles to subdivide (1 to 5) ,,,, ,,,, ,,,, ,,,, } //--------------------- // Default values: flatness : 0.0 // u_steps : 0 // v_steps : 0 ```
Beispiel:
 ```bicubic_patch{ type 1 flatness 0.1 u_steps 4 v_steps 4 <0, 0, 2>,<1, 0, 0>,<2, 0, 0>,<3, 0,-2>, <0, 1, 0>,<1, 1, 0>,<2, 1, 0>,<3, 1, 0>, <0, 2, 0>,<1, 2, 0>,<2, 2, 0>,<3, 2, 0>, <0, 3, 2>,<1, 3, 0>,<2, 3, 0>,<3, 3,-2> texture{ pigment{ color rgb<0.75,0.5,1>} finish { phong 0.3} } // end of texture scale<1,1,1> rotate< 0,90,0> translate<0,0,0> } // end of bicubic_patch ---------------- ```

 Anmerkung: "bicubic_patch" werden normalerweise nicht von Hand erstellt sondern konvertiert von anderen Dateien.

Beispiel eines von Hand erstellten bicubic_patch:
 ```// -------------------------------------- #local A = <1.20,3.50,0>; #local B = <0.00,3.00,0>; #local C = <3.00,0.30,0>; #local D = <0.00,0.00,0>; #local Blow = < 0,0, 0.8>; // blowing in z direction #local DB = B-D; #local DC = C-D; #local CA = A-C; #local DB = B-D; #local P01= 3/3*A ; #local P02= 2/3*A+1/3*B; #local P03= 1/3*A+2/3*B; #local P04= 3/3*B; #local P13= 3*C/3; #local P14= 2*C/3+1*D/3; #local P15= 1*C/3+2*D/3; #local P16= 3*D/3; #local P05= 2/3*CA + C+0.25*Blow; #local P09= 1/3*CA + C+0.25*Blow; #local P08= 2/3*DB + D; #local P12= 1/3*DB + D; #local P10=P16+2/3*DC+1/3*(P02-P14)+Blow; #local P11=P16+1/3*DC+1/3*(P03-P15)+Blow; #local P06=P16+2/3*DC+2/3*(P02-P14)+Blow; #local P07=P16+1/3*DC+2/3*(P03-P15)+Blow; bicubic_patch{ //------------------------ type 1 flatness 0 u_steps 4 // 1~5 v_steps 4 // P01, P02, P03, P04, P05, P06, P07, P08, P09, P10, P11, P12, P13, P14, P15, P16 texture{ pigment{ color rgb<1,1,1>} finish { phong 1} } // end of texture rotate<0,90,0> } // end of bicubic_patch --------------- ```

 © Friedrich A. Lohmüller, 2014 www.f-lohmueller.de top