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I promise. I'm not going to reuse the same model in a thousand posts,
but I rendered this pic to answer a question from Tek, and thought it
was interesting enough to post as an example of how the rap against
hand-coding ( too many hard edges, no uv mapping ) isn't necessarily
true. Of course, the uv mapping can't be seen here because there are no
maps applied. There are, however, four types of edges here, not just
smooth and flat.
So, Tek, what do you think? Structurally sound?
-Shay
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Attachments:
Download 'support_detail.jpg' (21 KB)
Preview of image 'support_detail.jpg'
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"Shay" <sah### [at] simcopartscom> wrote in message
news:3eb2b445@news.povray.org...
I just wanted to add that I ask everyone to remember that this section
was *not* modeled to be seen from so close a distance. After rendering
this pic, I saw a lot of "issues" which weren't noticeable at the
intended scale.
-Shay
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"Shay" <sah### [at] simcopartscom> wrote in message news:3eb2b445@news.povray.org...
> I promise. I'm not going to reuse the same model in a thousand posts,
> but I rendered this pic to answer a question from Tek, and thought it
> was interesting enough to post as an example of how the rap against
> hand-coding ( too many hard edges, no uv mapping ) isn't necessarily
> true. Of course, the uv mapping can't be seen here because there are no
> maps applied. There are, however, four types of edges here, not just
> smooth and flat.
Wow, how did you get smooth edges on everything?
> So, Tek, what do you think? Structurally sound?
I dunno, but it's sure nice to look at :)
I'm very impressed that each recursion seems to line up with the last, even
though they keep getting gradually bigger towards the bottom. That must be
pretty hard to do.
--
Tek
http://www.evilsuperbrain.com
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This is CSG?
- Slime
[ http://www.slimeland.com/ ]
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"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:3eb2c28d@news.povray.org...
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| Wow, how did you get smooth edges on everything?
I just put triangles in a curve. I also used different types types of
normal calcululations in different types of situations. This gave me
cleaner looking curves than I might have gotten using only the averaging
method.
|
| I'm very impressed that each recursion seems to line
| up with the last, even though they keep getting gradually
| bigger towards the bottom. That must be pretty hard to do.
SEEMS TO?!??! .....Just kidding. Yes, the recursions are skewed,
twisted, and scaled to fit the curve.
-Shay
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"Slime" <slm### [at] slimelandcom> wrote in message
news:3eb2c560$1@news.povray.org...
| This is CSG?
|
No, this is a mesh, but it is completely SDL generated.
I'm not sure if this could be accomplished with csg, as everything is
bent to fit the curve, and the curve does not conform to any type of
scaled circle. Also, the textures ( not shown ) really need uv mapping
to fit correctly to the object.
-Shay
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> to answer a question from Tek
And what would his question be?
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"Apache" <apa### [at] yahoocom> wrote in message
news:3eb300bb@news.povray.org...
> > to answer a question from Tek
> And what would his question be?
"Is it at all structurally sound, or is it just a while loop of pure fantasy?"
(asked in response to his earlier posting).
What I was really wondering was if he'd lined up all the repetitions properly so
they met up neatly with each other, despite following a rather complicated
curve, but I can see from this close-up that they do!
--
Tek
http://www.evilsuperbrain.com
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"Apache" <apa### [at] yahoocom> wrote in message
news:3eb300bb@news.povray.org...
| > to answer a question from Tek
| And what would his question be?
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A few thousand lines of code went into the picture, and *this* is what
intriuges you?
-Shay
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