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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> Last update for the moment... until I find some interesting situation for a
> real scene with it.
It looks like an honest-to-goodness photo. Just perfect.
IMO, the family dog just dug it up in the backyard; it was lost in the bushes
decades ago by mistake, and sadly forgotten by its young owner. Now, as an
older adult, the owner cherishes it for the wonderful memories it evokes. (And
he gave his dog a nice meaty bone as a reward for finding it!)
KW
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
>
> Now I don't know what you're talking about... marker lights? You mean
> placing lights to use the points later, or something like that?
>
> --
> Jaime
Sorry, yes, using lights and the 'position highlight' command to mark points of
rotation. For a very simple model, one can often align the axis of rotation
with one of the cardinal axes and export that way, but for a very complex
object or an object that will incorporate POV-ray primitives, it can be very
helpful to know where a given point or shape is.
As Wings doesn't have a way to export a point or line primitive, I tend to use
light sources.
-Reactor
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> Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
>> Now I don't know what you're talking about... marker lights? You mean
>> placing lights to use the points later, or something like that?
>>
>> -- Jaime
>
>
>
> Sorry, yes, using lights and the 'position highlight' command to mark
> points of rotation. For a very simple model, one can often align the
> axis of rotation with one of the cardinal axes and export that way, but
> for a very complex object or an object that will incorporate POV-ray
> primitives, it can be very helpful to know where a given point or shape
> is.
>
> As Wings doesn't have a way to export a point or line primitive, I tend
> to use light sources.
Ah... clever! I also wanted sometimes to export points (not for animation,
but to place other objects on the surface), but never figured out this
one... thanks!
--
Jaime
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From: Jaime Vives Piqueres
Subject: Re: Now with dents [Re: TOY ROBOT (Lilliput)]
Date: 28 Apr 2009 18:07:46
Message: <49f77e32@news.povray.org>
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> Very nice job, as usual, Jaime! I really like the dents, chipped paint,
> and heavy rust, as well as the great (I'm assuming) proceduralized
> textures.
Thanks, but in this case I didn't use any procedural pattern, so I don't
know if that counts as proceduralizing... ;) ...I just used the material map
feature to mix the uv maps with a photo of rusted metal, something like:
texture{
uv_mapping
material_map{
png "rust_map" // b&w (2 indexes) image generated from the one below
texture{pigment{image_map{jpeg "any_rust_photo.jpg"}}}
texture{pigment{image_map{png "uv_map.png"}}}
}
}
> I'd maybe add a big dent in one or more corner(s) of the head box where
> some careless child has dropped him many times (as they tend to do,
> especially when battling Jedi knights or clone troopers or Klingons
> or...)
I think I prefer Kenneth story on the post bellow: it doesn't involves any
further damage to the poor little robot... :)
--
Jaime
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From: Jaime Vives Piqueres
Subject: Re: Now with dents [Re: TOY ROBOT (Lilliput)]
Date: 28 Apr 2009 18:09:34
Message: <49f77e9e$1@news.povray.org>
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> IMO, the family dog just dug it up in the backyard; it was lost in the
> bushes decades ago by mistake, and sadly forgotten by its young owner.
> Now, as an older adult, the owner cherishes it for the wonderful memories
> it evokes. (And he gave his dog a nice meaty bone as a reward for finding
> it!)
Beautiful story... thanks for coming up with such nice explanation for the
excess of rust and lack of real damage. :)
--
Jaime
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Jaime Vives Piqueres wrote:
> Last update for the moment... until I find some interesting situation for a
> real scene with it.
Jaime, this is beautiful. One of my favourite rendered images ever.
zutroi
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