How do I use POV-Ray

aaglo: you help is really appreciated here. Why didn't the clipped_by statement work well? Can't understand why the shape looks like that?
 
the clipped_by -function does just that. It does not make a new surface to the cutted object - it makes the cutted object like... hollow.

See the image
#1 union of three spheres modified with clipped_by -function

#2 merge of three spheres modified with clipped_by -function

#3 union of thee spheres modified with intersection -function. Notice, that the result of using intersection on unions and merges are identical.
 

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I like this program thanks to whoever posted the link earlier in the topic. BTW what do you think of my first non-tutorial work:
 

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Anyone btw, tried Wings 3D, free program, that exports to pov-ray with a plug-in...?

I tried it out for some hours, quite easy actually, allthough I guess you must export to povray for texturing and such at least?
 
I tried Moray (must be somewhat similar to Wings 3D) a long time ago, and it was pretty easy. I would rather be able to edit the raw code though.

@Slayer: Where do I put that to make it the floor (I doubt I will use it, but I might)? I assume you can also make a pure red floor, for example.
 
Here is what I use now:

plane {
y, 0
pigment { checker color Magenta, color Green scale 10 }
}

And I think it has to be included, you would have to have a plane if you want the future-unit-to-be to cast shadows at least...
 
Try this:
Code:
#declare insidet = difference{ box {
  <0, 0, 0>  // one corner position <X1 Y1 Z1>
  < 10,  2,  2>  // other corner position <X2 Y2 Z2>
}
// Capped Cylinder, closed [or open ended]
// cylinder { <END1>, <END2>, RADIUS [open] }
//  END1 = coord of one end of cylinder
//  END2 = coord of other end
// RADIUS = size of cylinder
// open = if present, cylinder is hollow, else capped
cylinder {
  <1,1,-0.1>,  <1,1,2.1>,  .9
  // open
}cylinder {
  <9,1,-0.1>,  <9,1,2.1>,  .9
  // open
}box {<1,.05,-1> <9,1.95, 3>}   }

#declare outsidet = union{cylinder {
  <1,1,-0.1>,  <1,1,2.1>,  1
  // open
}cylinder {
  <9,1,-0.1>,  <9,1,2.1>,  1
  // open
}box {<1,0,-1> <9,2, 3>} }

#declare tread =  
intersection{
object {outsidet}
object{insidet} 
}
 
Originally posted by Random Observer
I like this program thanks to whoever posted the link earlier in the topic. BTW what do you think of my first non-tutorial work:

Nice, did you do it with a box with sphere cut outs?
 
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