POV-Ray : Newsgroups : povray.binaries.images : Ship Server Time
16 Nov 2024 12:25:59 EST (-0500)
  Ship (Message 1 to 6 of 6)  
From: Micheal (Mike) Williams
Subject: Ship
Date: 2 Feb 2003 23:16:55
Message: <3e3ded37@news.povray.org>
More playing around with Rhino and povray and HDRI.

Another old model from Truespace redone in Rhino and povray. Only the brown
parts and the one gray part behind the cockpit are from Rhino. The rest is
povray objects.

The white exhaust is based on an engine design I am working on. Basically a
hyper heated steam engine.


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From: Christopher Endsley
Subject: Re: Ship
Date: 3 Feb 2003 00:18:18
Message: <3e3dfb9a@news.povray.org>
Micheal (Mike) Williams wrote:

> More playing around with Rhino and povray and HDRI.
> 
> Another old model from Truespace redone in Rhino and povray. Only the
> brown parts and the one gray part behind the cockpit are from Rhino. The
> rest is povray objects.
> 
> The white exhaust is based on an engine design I am working on. Basically
> a hyper heated steam engine.

I like the look of your ship...I know the brown should be platic/cermaic
material, but I can't help feeling it's wood, something you would find
skimming the top branches of Yoda's world perhaps.

---Christopher


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From: Micheal (Mike) Williams
Subject: Re: Ship
Date: 3 Feb 2003 00:55:41
Message: <3e3e045d@news.povray.org>
Never really thought about what it was made of. The brown was just a neutral
color. Something other than the typical.

It seems too sleek for Dagaba. With the engine concept it would not work on
Tatooin either. Water would be too expensive.

The pods that encompass the engines are fuel tanks holding the water.

"Christopher Endsley" <end### [at] yokutscsustanedu> wrote in message
news:3e3dfb9a@news.povray.org...
> Micheal (Mike) Williams wrote:
>
> > More playing around with Rhino and povray and HDRI.
> >
> > Another old model from Truespace redone in Rhino and povray. Only the
> > brown parts and the one gray part behind the cockpit are from Rhino. The
> > rest is povray objects.
> >
> > The white exhaust is based on an engine design I am working on.
Basically
> > a hyper heated steam engine.
>
> I like the look of your ship...I know the brown should be platic/cermaic
> material, but I can't help feeling it's wood, something you would find
> skimming the top branches of Yoda's world perhaps.
>
> ---Christopher
>


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From: Skip Talbot
Subject: Re: Ship
Date: 3 Feb 2003 03:38:17
Message: <3e3e2a79@news.povray.org>
I was going to guess the brown to be a metal alloy or composite material.
In my aircraft rendering I used a variable reflection on the composite
surfaces, it really enhanced the realism.  You might want to try that if you
haven't already.

Do you have scenes planned?

Skip


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From: Micheal (Mike) Williams
Subject: Re: Ship
Date: 3 Feb 2003 10:57:21
Message: <3e3e9161@news.povray.org>
Scene? With the way I work I could be onto somthing different tomarrow and
not get back to this for weeks.

I do visualise everything I design in an enviornment.
I even design the engines to go with my models. It has to work in some real
way.

I will try the verable reflection. Any "dirt" that can be added to a scene
always add reality. Plus some spots and other marks.

How did you apply it? With a pattern?

This model still needs lots of details.


"Skip Talbot" <sta### [at] uiucedu> wrote in message
news:3e3e2a79@news.povray.org...
> I was going to guess the brown to be a metal alloy or composite material.
> In my aircraft rendering I used a variable reflection on the composite
> surfaces, it really enhanced the realism.  You might want to try that if
you
> haven't already.
>
> Do you have scenes planned?
>
> Skip
>
>


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From: Txemi Jendrix
Subject: RE: Ship
Date: 4 Feb 2003 14:01:08
Message: <3e400df4@news.povray.org>

3e3e9161@news.povray.org...
> I will try the verable reflection. Any "dirt" that can be added to a scene
> always add reality. Plus some spots and other marks.
>
> How did you apply it? With a pattern?

About the dirt, a bit of code form Gilles Tran:

"The little function below (or variations thereof) gives nice dirt streaks
when applied over a texture :
pigment{
         function {min(1,max(0,y))}
         turbulence 0.5 lambda 3 poly_wave 2 scale <0.1,1,1>
         color_map{ // or pigment_map
                 [0 Black]
                 [1 Clear]
         }
}
Unlike gradient, it's not repeating and unlike planar it's not symmetrical,
which means that the streaks extend in the positive y direction only (in
this case). It's much easier to control too. I've been using it to darken
and add streaks to tops or bottoms of walls, corners or edges of sidewalks
etc."

Hope this helps.

Txemi Jendrix
http://www.txemijendrix.com


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