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30 Jul 2024 22:16:04 EDT (-0400)
  tractor 2008 (164k jpg) (Message 31 to 40 of 59)  
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From: St 
Subject: Re: CGSociety Steampunk contest (was tractor 2008)
Date: 2 Dec 2008 08:38:12
Message: <49353a44$1@news.povray.org>
"Gail" <gail (at) sql in the wild (dot) co [dot] za> wrote in message 
news:4934fcbf@news.povray.org...
>
> "St." <dot### [at] dotcom> wrote in message news:4934f8fa@news.povray.org...
>> Hmm, why are the entries incomplete? 
>> http://features.cgsociety.org/challenge/steampunk/view_entries.php
>>
>>  They just update them until finished?
>>
>
> Yes. The contest rules require that people post frequent WIP versions.

     Hmm, this is very interesting. Wouldn't it be great if a Pover won 
something.

       ~Steve~


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From: Francois Labreque
Subject: Re: CGSociety Steampunk contest (was tractor 2008)
Date: 2 Dec 2008 09:16:05
Message: <49354325$1@news.povray.org>

> 
> "St." <dot### [at] dotcom> wrote in message news:4934f8fa@news.povray.org...
>> Hmm, why are the entries incomplete? 
>> http://features.cgsociety.org/challenge/steampunk/view_entries.php
>>
>>  They just update them until finished?
>>
> 
> Yes. The contest rules require that people post frequent WIP versions.

I guess it also prevents having twelve nearly identical Minotaur entries.


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From: Jim Charter
Subject: Re: tractor 2008 (164k jpg)
Date: 2 Dec 2008 11:15:43
Message: <49355f2f@news.povray.org>
stbenge wrote:
> Thomas de Groot wrote:
> 
>> Excellent modelling indeed. Bravo!
>>
>> One question though: the caterpillars do not seem very functional with 
>> only one pair of wheels touching the ground...
> 
> 
> Thanks. Like I said, it's an imaginary design, made from a sketch. Of 
> course I had some doubts about the design, but I thought I would try it 
> out anyway. The idea was to have a machine made for going up small 
> slopes. The design is probably unnecessary :)
> 
> Sam
i spent some time pondering which whould be the drive wheel, the model 
looks as if the higher one has a drive chain or something


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From: Trevor G Quayle
Subject: Re: tractor 2008 (164k jpg)
Date: 2 Dec 2008 15:05:00
Message: <web.493594d862d2e22181c811d20@news.povray.org>
stbenge <THI### [at] hotmailcom> wrote:
> Meothuru wrote:
> > Cool work...
> > remembers me a litte bit for a monstertruck
> > just like this:
> >
> >
http://www-c.inria.fr/gamma/download/affichage.php?dir=MISC_VEH&name=Monstertruck&last_page=13
>
> That model is begging to be raytraced :)
>
> Sam

A *quick* render.  I have made it very shiny!

-tgq


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Attachments:
Download 'truck.jpg' (292 KB)

Preview of image 'truck.jpg'
truck.jpg


 

From: Dre
Subject: Re: tractor 2008 (164k jpg)
Date: 2 Dec 2008 16:19:51
Message: <4935a677@news.povray.org>
"stbenge" <THI### [at] hotmailcom> wrote in message 
news:4934b72f@news.povray.org...
> Dre wrote:
>> Thats the problem I seem to have when my scenes start to get somewhere, 
>> they become so huge i have trouble following them...
>>
>> One question I have, how do you get those nice round edges instead of the 
>> sharp square edges you normally get when you difference stuff??  Do you 
>> do anything special here or do you manually round them off everywhere?
>
> They are manually rounded off using cylinders, torii and spheres. There's 
> an object pattern trick for making edges look rounded using surface 
> normals, but it doesn't work too well with most objects.
>
> Sam

Ahhh so it is manual, I thought I was heading down the wrong track doing it 
manually becuase it is so much work!

Thanks for the info, much appreciated!

Cheers Dre


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From: nemesis
Subject: Re: tractor 2008 (164k jpg)
Date: 2 Dec 2008 19:10:01
Message: <web.4935ce1462d2e221245753e10@news.povray.org>
"Dre" <and### [at] gmailcom> wrote:
> "stbenge" <THI### [at] hotmailcom> wrote in message
> news:4934b72f@news.povray.org...
> > They are manually rounded off using cylinders, torii and spheres. There's
> > an object pattern trick for making edges look rounded using surface
> > normals, but it doesn't work too well with most objects.
>
> Ahhh so it is manual, I thought I was heading down the wrong track doing it
> manually becuase it is so much work!

It is much work and is not really the "right path".  But is also as much ego
boosting as assembly programming. ;)

These things are called beveled edges in the polygonal world and come out as
fluidly and painlessly as pouring milk in a glass... I wish there was some
automatic way of doing them in regular CSG, but that is really a very old
wish...


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From: Dre
Subject: Re: tractor 2008 (164k jpg)
Date: 2 Dec 2008 21:12:42
Message: <4935eb1a@news.povray.org>
"nemesis" <nam### [at] gmailcom> wrote in message 
news:web.4935ce1462d2e221245753e10@news.povray.org...
> "Dre" <and### [at] gmailcom> wrote:
>> "stbenge" <THI### [at] hotmailcom> wrote in message
>> news:4934b72f@news.povray.org...
>> > They are manually rounded off using cylinders, torii and spheres. 
>> > There's
>> > an object pattern trick for making edges look rounded using surface
>> > normals, but it doesn't work too well with most objects.
>>
>> Ahhh so it is manual, I thought I was heading down the wrong track doing 
>> it
>> manually becuase it is so much work!
>
> It is much work and is not really the "right path".  But is also as much 
> ego
> boosting as assembly programming. ;)
>
> These things are called beveled edges in the polygonal world and come out 
> as
> fluidly and painlessly as pouring milk in a glass... I wish there was some
> automatic way of doing them in regular CSG, but that is really a very old
> wish...
>
Hehehe, so looks like its the "only" path then :)  Oh well, better keep at 
it, the more I do, the more I find little tricks here and there that make 
things easier.  Pity it makes my code such a monster to read, I might have 
to start using include files more often...

Actually while we are on the topic, how do people generally build objects. 
Do you make your complete object first and then bevel the edges?  or do you 
do it piece by piece, making each piece right with edges before moving onto 
the next finally finishing up with a completely assembled object?

I soft of start making the whole thing up first, then get sidetracked and 
start bevelling and then shortly after I cant follow my code anymore :) 
(even with stacks of comments)

Cheers Dre


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From: stbenge
Subject: Re: tractor 2008 (164k jpg)
Date: 2 Dec 2008 23:44:35
Message: <49360eb3@news.povray.org>
nemesis wrote:
> 
> These things are called beveled edges in the polygonal world and come out as
> fluidly and painlessly as pouring milk in a glass... I wish there was some
> automatic way of doing them in regular CSG, but that is really a very old
> wish...

The biggest reason I didn't model this as a mesh is because it's 
currently impossible to use any proximity patterns with meshes. That's 
right, impossible! Actually, if somebody can figure out how to get a 
proximity pattern working with meshes, I would really appreciate it :)

Sam


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From: stbenge
Subject: Re: tractor 2008 (164k jpg)
Date: 2 Dec 2008 23:51:00
Message: <49361034@news.povray.org>
Dre wrote:
> Actually while we are on the topic, how do people generally build objects. 
> Do you make your complete object first and then bevel the edges?  or do you 
> do it piece by piece, making each piece right with edges before moving onto 
> the next finally finishing up with a completely assembled object?

A little of both for me, but maybe more of the latter. It's helpful to 
declare edge radii in advance, so you can make a global change if you 
decide you don't like the current look. I don't always do this, but it 
really makes changing the code easier later on.

Sam


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From: Dre
Subject: Re: tractor 2008 (164k jpg)
Date: 2 Dec 2008 23:54:29
Message: <49361105$1@news.povray.org>
"stbenge" <THI### [at] hotmailcom> wrote in message 
news:49361034@news.povray.org...
> Dre wrote:
>> Actually while we are on the topic, how do people generally build 
>> objects. Do you make your complete object first and then bevel the edges? 
>> or do you do it piece by piece, making each piece right with edges before 
>> moving onto the next finally finishing up with a completely assembled 
>> object?
>
> A little of both for me, but maybe more of the latter. It's helpful to 
> declare edge radii in advance, so you can make a global change if you 
> decide you don't like the current look. I don't always do this, but it 
> really makes changing the code easier later on.
>
> Sam

Thanks!

I fully agree with the global edge radii, the last few scenes I've been 
doing have had a hell of a lot of definitions at the top of the scene for 
things like this.  Previously I've only been testing stuff/code/ideas so I 
haven't bothered.  Now that I've started some more serious scenes I've 
wanted to make them as clever as possible so using *lots* of variables...

Cheers Dre


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