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On 09.10.2017 15:08, Bald Eagle wrote:
> Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
>
>> The very strange thing with me is, that I find it extremely hard to
>> model with WYSIWYG surfaces, but I find it totally easy to write scenes
>> with all the coordinates by myself and understand them. This is how I
>> got my huge spaceships done.
>
> Yep, we all have our own ways of understanding and manipulating data.
>
>> Okay, here is the sample photo. These oars have no real edges, every
>> corner has been rounded and smoothened. And even the edge between staff
>> and blade is kinda smoothened a bit.
>
> CSG:
> cylinder shaft
> Cone tapered from shaft to near the end
> flattened cones, slices of cones, or CSG parts of narrow rectangles for b
lades
> flattened sphere or a box for the tip of the blade
>
> If you look through the isosurface docs, you can come up with functions f
or all
> of those primitives, their rotations and translations, and differences, a
nd then
> blob them together to get a totally smooth surface.
> It sounds hard until you give it a go, and then it doesn't seem too bad.
>
>
> Use the isosurface approximation or the (I believe very similar) Paul Nyl
ander
> mesh code to make an array of smooth_triangle vertices, and you could the
n
> generate a mesh and save it.
>
> 'cause it sounds like you want to render a fleet of Roman vessels....
>
>
I wished I had the skills to render an entire ship! I have all the
maritime archaeological knowledge, but not the skill to create such
shapes in any renderer. But this is a dream for more than 10 years...
For now, the oars only.
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