12 |
|
.B "\-r rad" |
13 |
|
[ |
14 |
|
.B "\-n nseg |
15 |
+ |
][ |
16 |
+ |
.B \-s |
17 |
|
] |
18 |
|
][ |
19 |
|
.B \-o |
42 |
|
The |
43 |
|
.I \-r |
44 |
|
option can be used to specify the radius for rounded edges, which |
45 |
< |
are modeled as cylinders and spheres for non-inverted RADIANCE output. |
45 |
> |
are normally |
46 |
> |
modeled as cylinders and spheres for non-inverted RADIANCE output. |
47 |
|
However, this type of model only makes sense for external views of |
48 |
|
an opaque object. |
49 |
|
If a rounded box is inverted using |
50 |
|
.I \-i, |
51 |
|
then the corners and edges are modeled with polygons, instead. |
52 |
< |
This option can also be forced by specifying a minum number of |
52 |
> |
This option can also be forced by specifying a minimum number of |
53 |
|
segments with the |
54 |
|
.I \-n |
55 |
|
option. |
56 |
+ |
The |
57 |
+ |
.I \-s |
58 |
+ |
option controls whether surface normal smoothing is applied as well. |
59 |
|
.PP |
60 |
|
The |
61 |
|
.I \-o |
63 |
|
also forces polygons to be used with the |
64 |
|
.I \-r |
65 |
|
option. |
66 |
< |
In this case, vertex normals are also produced for smooth rendering. |
66 |
> |
If the |
67 |
> |
.I \-s |
68 |
> |
option is present, vertex normals are also produced for smooth rendering. |
69 |
|
.SH EXAMPLE |
70 |
|
To produce a rectangular box made of wood with rounded edges: |
71 |
|
.IP "" .2i |
74 |
|
To produce a box made of crystal with beveled edges: |
75 |
|
.IP "" .2i |
76 |
|
genbox crystal box2 3 7 1 \-b .1 > box2.rad |
77 |
+ |
.PP |
78 |
+ |
To produce a transparent box with smoothed, rounded edges: |
79 |
+ |
.IP "" .2i |
80 |
+ |
genbox glassy box3 2 4 3 -r .25 -n 16 -s > box3.rad |
81 |
|
.SH AUTHOR |
82 |
|
Greg Ward |
71 |
– |
.SH BUGS |
72 |
– |
Because spheres and cylinders are used to construct boxes with |
73 |
– |
rounded edges, a transparent box of this type appears quite messy. |
74 |
– |
The preferred alternative in this case is the |
75 |
– |
.I \-n |
76 |
– |
option, which produces polygons, instead. |
77 |
– |
However, normal smoothing is only applied to the Wavefront .OBJ output, |
78 |
– |
so this must be passed through |
79 |
– |
.I obj2rad |
80 |
– |
to get perfectly smooth results. |
83 |
|
.SH "SEE ALSO" |
84 |
|
genrev(1), gensurf(1), genworm(1), obj2mesh(1), obj2rad(1), |
85 |
|
robjutil(1), rpict(1), rvu(1), xform(1) |