Path: csiph.com!x330-a1.tempe.blueboxinc.net!usenet.pasdenom.info!news.dougwise.org!nntpfeed.proxad.net!proxad.net!feeder1-2.proxad.net!193.252.117.184.MISMATCH!feeder.news.orange.fr!not-for-mail Message-ID: <4DE259EA.4070305@atari.org> Date: Sun, 29 May 2011 16:36:26 +0200 From: Francois LE COAT User-Agent: Mozilla/5.0 (Macintosh; U; Intel Mac OS X 10.6; fr; rv:1.9.1.19) Gecko/20110420 SeaMonkey/2.0.14 MIME-Version: 1.0 Newsgroups: comp.sys.atari.st To: aranym-user@lists.bobek.cz Subject: K3DSurf to Eureka 2.12 Content-Type: text/plain; charset=ISO-8859-1; format=flowed Content-Transfer-Encoding: quoted-printable Lines: 194 Organization: les newsgroups par Orange NNTP-Posting-Date: 29 May 2011 16:36:26 CEST NNTP-Posting-Host: 83.202.105.170 X-Trace: 1306679786 reader.news.orange.fr 30790 83.202.105.170:3185 X-Complaints-To: abuse@orange.fr Xref: x330-a1.tempe.blueboxinc.net comp.sys.atari.st:103 Hi, If one of yours is interested in 3D, and knows K3DSurf like me you may have noticed the following K3DSurf forum discussion at A K3DSurf user ask how he would describe the "Snail" surface and the author replies him (in English) how to do so. With Eureka 2.12, in order to describe the "Snail Surface" you just have to load the hereafter formula, which is the equivalent Parametric 3D (rho,theta) surface Do not put more than 65 characters per line of formula ! "r*cos(t)*sin(r)" "" "r*cos(t)*cos(r)" "" "-r*sin(t)" "" "K3DSurf formula" "" "" "" "" "" _____________________ Optional ______________________ "0 2*pi" "-pi pi" "" "-10 10" "-10 10" "-10 10" "44 11 5" and you will obtain the following POV-Ray script exporting // File exported by Eureka 2.12. Designed by Archimedium 2007 #version 3.1; #declare Gold_Phong =3D texture { pigment { color rgb <1.0,0.90,0.6> } finish { phong 1.0 phong_size 5.0 } } #declare EPSILON =3D 1e-10; #declare xmin =3D 0; #declare xmax =3D 6.28318530717958648; #declare ymin =3D -3.14159265358979324; #declare ymax =3D 3.14159265358979324; #declare xiter =3D 31; #declare yiter =3D 61; #declare ix =3D (xmax-xmin)/(xiter-1.0); #declare iy =3D (ymax-ymin)/(yiter-1.0); #declare deltax =3D (xmax-xmin)/((xiter-1.0)*4.0); #declare deltay =3D (ymax-ymin)/((yiter-1.0)*4.0); #macro Point(xx,yy) #local R =3D xx; #local T =3D yy; #local U =3D 0; #local X =3D R*cos(T); #local Y =3D R*sin(T); #local absc =3D R*cos(T)*sin(R); #local ordo =3D R*cos(T)*cos(R); #local cote =3D -R*sin(T); #declare zzz=3D-absc; #declare xxx=3Dordo; #declare yyy=3Dcote; #end #macro Surface(xx,yy) Point(xx,yy) #local xn=3Dxxx; #local yn=3Dyyy; #local zn=3Dzzz; #declare xx=3Dxx+deltax; Point(xx,yy) #local xp=3Dxxx; #local yp=3Dyyy; #local zp=3Dzzz; #declare xx=3Dxx-deltax; #declare yy=3Dyy+deltay; Point(xx,yy) #local xq=3Dxxx; #local yq=3Dyyy; #local zq=3Dzzz; #declare yy=3Dyy-deltay; #local vn=3Dvcross(,); #if(!(vn.x=3D0&vn.y=3D0&vn.z=3D0)) #declare nn=3Dvnormalize(vn); #else #declare nn=3D<1,0,0>; #end #declare pp=3D; #end #declare eureka_eureka =3D mesh { #declare xx =3D xmin; #while (xx scale 1.0/12.566370614 } object { eureka_eureka no_shadow texture { Gold_Phong } rotate <0,36*clock,0> } //Lights, camera, action camera { location < 0.8, 0.8, -0.8> direction 1*z look_at < 0, 0, 0> } light_source { < 0, 1, -1> color rgb 1 } light_source { < 1, 1, -1> color rgb 1 } object { box{-2,2 inverse} pigment{color rgb 0.9} } You may then render this surface with a POV-Ray 36 images animation, and clock (time in POV-Ray) varying in [0 to 5.0] time range. You will obtain a kind of helix rotating around its axis like You may display it with zView with an ATARI, like that screenshot Have you launched your ATARI and Eureka 2.12, today ? ATARIstically yours =3D) --=20 Fran=E7ois LE COAT Author of Eureka 2.12 (2D Graph Describer, 3D Modeller) http://eureka.atari.org/ http://fon.gs/eureka/