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This is a car i made in Rhino and rendered in POVRay with radioosity
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Attachments:
Download 'new7.jpg' (126 KB)
Preview of image 'new7.jpg'
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Jim Smith wrote:
> This is a car i made in Rhino and rendered in POVRay with radioosity
Would be interested in the techniques you used to make the car - eg did you
make half a car, mirror & join?
How about a rendering of just the curves (create a pipe for each curve)
--
Rick
Kitty5 NewMedia http://Kitty5.co.uk
POV-Ray News & Resources http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
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Jim Smith wrote:
> This is a car i made in Rhino and rendered in POVRay with radioosity
The latest trend is to use HDRI for such kind of models/scenes. In
this case your Rhino3D model could look smth. like this :)
http://www.suurland.com/image_x.php?image=../images/gallery_stills_newbeetle_hdri.jpg
This is image from Thomas Suurland's homepage:
www.suurland.com
You can find there very detailed tutorial as well.
Gena.
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Yes a very nice car, and I agree with Gena, HDRI rendering would be
great. Especially if you also use Tek's nice metal flake texture.
http://www.evilsuperbrain.com
It would be awesome :-)
Harold
"Jim Smith" <rob### [at] hotmailcom> wrote in message
news:3ed73676@news.povray.org...
> This is a car i made in Rhino and rendered in POVRay with radioosity
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"Rick [Kitty5]" wrote:
> Would be interested in the techniques you used to make the car - eg did you
> make half a car, mirror & join?
This tutorial explains that it's better to avoid mirror technique:
http://www.suurland.com/gallery_stills_newbeetle_modeling.htm
Gena.
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Nice car, and you've done it with Rhino ... that's a really tough interface.
> > did you make half a car, mirror & join?
>
> This tutorial explains that it's better to avoid mirror technique
But when the shape is triangulated, and the normals have been calculated,
you can still cut away half of it and save 50% memory.
Regards,
Hugo
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Hugo Asm wrote:
> But when the shape is triangulated, and the normals have been calculated,
> you can still cut away half of it and save 50% memory.
Which memory do you mean - modeller or POV-Ray? As far as I know
povray doesn't have 'mirror' function yet, does it? So you still need both
parts.
Actually, I usually use mirror technique myself (sPatch) for human
faces, figures and other symmetric stuff. And as a rule the problem
is the same as described in that tutorial - to get seamless transition
from one part to another. But I doubt if it's possible to make human
face without mirror technique. Though it looks like it's not a problem
for cars.
Gena.
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> Which memory do you mean - modeller or POV-Ray?
> As far as I know povray doesn't have 'mirror' function yet, does it?
I mean POV-Ray's memory, and mirroring is easy. For example:
scale <-1,1,1>
...mirrors any object in the X direction. :o)
Regards,
Hugo
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Hugo Asm wrote:
> I mean POV-Ray's memory, and mirroring is easy. For example:
>
> scale <-1,1,1>
>
> ...mirrors any object in the X direction. :o)
Hmm... I always suspected that I know only about 55% of POV-Ray
functionality ;)
Gena.
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Gena Obukhov wrote:
> Hugo Asm wrote:
>
>
>>I mean POV-Ray's memory, and mirroring is easy. For example:
>>
>>scale <-1,1,1>
>>
>>...mirrors any object in the X direction. :o)
>>
>
> Hmm... I always suspected that I know only about 55% of POV-Ray
> functionality ;)
Thats about 10 times as much as me. (But I did know the mirror trick,
and uses it extensively.)
/Ib
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