## How to produce a weld ?

### How to produce a weld ?

> Given two objects - say a torus and a cylinder:

> union
> {
>   torus { 40, 5 }
>   cylinder { < -40, 0, 0 >, < 40, 0, 0 >, 4 }
> }

> How do I produce a "weld" around the join between the two components?

Put a ring of spheres along the seam, and give them a rough normal
pattern like wrinkled.  Make sure there is plenty of overlap between
the spheres.  The seam between the two objects you give here is
a rather funny-shaped one, so calculating where the spheres belong
would be tricky.

Hope this helps,
John

--
"He has the power to rear-project major cities!" -- Mike Nelson

### How to produce a weld ?

> > Given two objects - say a torus and a cylinder:

> > union
> > {
> >   torus { 40, 5 }
> >   cylinder { < -40, 0, 0 >, < 40, 0, 0 >, 4 }
> > }

> > How do I produce a "weld" around the join between the two components?

> Put a ring of spheres along the seam, and give them a rough normal
> pattern like wrinkled.  Make sure there is plenty of overlap between
> the spheres.  The seam between the two objects you give here is

Maybe, you could try a blob object(have fun finding something to make it
with.;->

- Show quoted text -

Quote:> a rather funny-shaped one, so calculating where the spheres belong
> would be tricky.

> Hope this helps,
> John

> --
> "He has the power to rear-project major cities!" -- Mike Nelson

### How to produce a weld ?

Given two objects - say a torus and a cylinder:

union
{
torus { 40, 5 }
cylinder { < -40, 0, 0 >, < 40, 0, 0 >, 4 }

Quote:}

How do I produce a "weld" around the join between the two components?

### How to produce a weld ?

>> > Given two objects - say a torus and a cylinder:

>> > union
>> > {
>> >   torus { 40, 5 }
>> >   cylinder { < -40, 0, 0 >, < 40, 0, 0 >, 4 }
>> > }

>> > How do I produce a "weld" around the join between the two components?

>> Put a ring of spheres along the seam, and give them a rough normal
>> pattern like wrinkled.  Make sure there is plenty of overlap between
>> the spheres.  The seam between the two objects you give here is

>Maybe, you could try a blob object(have fun finding something to make it
>with.;->

You can do it with a #while statement, all you need to do is figure out how
to tell it an "equation" to come up with the locations - easy if it's a
circle or ovoid, but could be more difficult with an irregular shape.

### How to produce a weld ?

> You can do it with a #while statement, all you need to do is figure out how
> to tell it an "equation" to come up with the locations - easy if it's a
> circle or ovoid, but could be more difficult with an irregular shape.

The way he described his example, you could declare
an object using  a #while statement to produce a 180
degree arc and then rotate the appropriate number of
them into position. For that matter he could chop
a torus in two and rotate those pieces into position.

Ken Tyler

### How to produce a weld ?

> Given two objects - say a torus and a cylinder:

> union
> {
>   torus { 40, 5 }
>   cylinder { < -40, 0, 0 >, < 40, 0, 0 >, 4 }
> }

> How do I produce a "weld" around the join between the two components?

Your question is a good one and I am happy to provideyou with one method
of achieving this task. I put simple
notes as I went along so it shouldn't be to difficult to
understand what I have done.

Take a look at the following Pov scene script.

Ken Tyler

/* start here */

camera{location<0,10,-25>look_at 0*y}
light_source{  <  0,500, -70>rgb 1}
light_source{  <  0,  0,-300>rgb 1}

#declare Weld1 = // cut torus leave left piece
intersection{
torus{2,.4 rotate 90*x}
plane{x, 0}scale<1.1,.9,1>}

#declare Weld2 = // cut torus leave right piece
intersection{
torus{2,.4 rotate 90*x}
plane{x, 0 inverse}scale<1.1,.9,1>}

// Weld 1&2 rotated and scale to fit intersection
// of pipes & torus outside edge
#declare WeldSet =
union {
object{Weld1 rotate 60*-y translate x*-4.2}
object{Weld1 rotate 60* y translate x*-4.2}
object{Weld2 rotate 60*-y translate x* 4.2}
object{Weld2 rotate 60* y translate x* 4.2}}

#declare PipeSet =
union   {
torus   {4, 2}                   // torus to intersect
torus   {4,.4 translate y* 1.8}  // thick pipe top    weld
torus   {4,.4 translate y*-1.8}  // thick pipe bottom weld
cylinder{y*-25,y*25,4}           // large pipe
cylinder{x*-25,x*25,2}           // small pipe along x axis
cylinder{z*-25,z*25,2}           // small pipe along z axis
object  {WeldSet     }           // weld for x axis pipe
object  {WeldSet rotate<0,-90,0>}// weld for z axis pipe
pigment {rgb 1}}

object{PipeSet rotate 45*y}      // rotate to see welds

I am creating a scooter for a Max scene, and I do not know how to make
a shape that looks like two pieces of metal welded together, does
anybody know how I would go about doing this?  I attached a picture of
an example.  Thanks for the help.

Joe

12. Welding