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27 Apr 2024 13:22:42 EDT (-0400)
  Ship's Wheel (Message 1 to 7 of 7)  
From: Bob Frew
Subject: Ship's Wheel
Date: 4 May 2016 08:41:56
Message: <5729ee14@news.povray.org>
Hi
thought I'd post my latest amusement. (keeps me off the streets)

Started life as a a wheel on a pirate ship, but looks more like the 
wheel from a luxury cruiser. So decided to make it a "recycled" wheel 
sometime in the future when humanity has merged with robots to enable 
space exploration.

Thoughts appreciated
Alternate name for the ship ??

Bob


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From: clipka
Subject: Re: Ship's Wheel
Date: 4 May 2016 09:08:22
Message: <5729f446$1@news.povray.org>
Am 04.05.2016 um 14:41 schrieb Bob Frew:

> Alternate name for the ship ??

"USS Arcade"

for the buttons on the left-hand side of the consoles? ;)


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From: Kenneth
Subject: Re: Ship's Wheel
Date: 5 May 2016 05:50:01
Message: <web.572b15c32b6b48ac33c457550@news.povray.org>
Love the wheel; the robot looks cool, too.

One suggestion I would offer would be to give the wheel's various parts a
different 'orientation' of the wood grain... the 'inner' circle, the outer
circle, and the handles. And maybe some kind of small-scaled normals(?). As-is,
the wood looks a bit plastic-like (or, to put a better way: as if it was cast as
one piece, out of a single material from a mold.)

Nevertheless, it looks nice.

Radiosity would definitely give the scene (especially the cool robot) a more
life-like quality. Your scene looks made for it. ;-)


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From: Alain
Subject: Re: Ship's Wheel
Date: 5 May 2016 12:17:21
Message: <572b7211$1@news.povray.org>

> Love the wheel; the robot looks cool, too.
>
> One suggestion I would offer would be to give the wheel's various parts a
> different 'orientation' of the wood grain... the 'inner' circle, the outer
> circle, and the handles. And maybe some kind of small-scaled normals(?). As-is,
> the wood looks a bit plastic-like (or, to put a better way: as if it was cast as
> one piece, out of a single material from a mold.)
>
I must agree on that one. The wheel and it's base have exactly the same 
grain.
I'd use one kind of wood for the base. A second kind for the rim and hub 
of the wheel, and a third, similar to the second, for the handles and 
spokes, the later been oriented radialy for each spoke.


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From: Bob Frew
Subject: Re: Ship's Wheel
Date: 6 May 2016 05:59:17
Message: <572c6af5@news.povray.org>
On 04/05/2016 13:41, Bob Frew wrote:
> Hi
> thought I'd post my latest amusement. (keeps me off the streets)
>
> Started life as a a wheel on a pirate ship, but looks more like the
> wheel from a luxury cruiser. So decided to make it a "recycled" wheel
> sometime in the future when humanity has merged with robots to enable
> space exploration.
>
> Thoughts appreciated
> Alternate name for the ship ??
>
> Bob
>
Hi,
many thanks for input.  I know you are right.
Although I've been playing for years, there is quite a long list of POV 
features where my knowledge is abysmal.

Textures and lighting are two of them. There is only a single white 
light source in my scene.

I was originally thinking of a wheel cut from one block, but as you say 
it would more likely be "constructed" and possibly stronger in consequence.

Have found a tutorial on radiosity on POV-Wiki so will move outside the 
"comfort zone" and give it another try.

			cheers   .. Bob


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From: Thomas de Groot
Subject: Re: Ship's Wheel
Date: 6 May 2016 07:26:53
Message: <572c7f7d$1@news.povray.org>
On 5-5-2016 18:17, Alain wrote:

>> Love the wheel; the robot looks cool, too.
>>
>> One suggestion I would offer would be to give the wheel's various parts a
>> different 'orientation' of the wood grain... the 'inner' circle, the
>> outer
>> circle, and the handles. And maybe some kind of small-scaled
>> normals(?). As-is,
>> the wood looks a bit plastic-like (or, to put a better way: as if it
>> was cast as
>> one piece, out of a single material from a mold.)
>>
> I must agree on that one. The wheel and it's base have exactly the same
> grain.
> I'd use one kind of wood for the base. A second kind for the rim and hub
> of the wheel, and a third, similar to the second, for the handles and
> spokes, the later been oriented radialy for each spoke.
>


Following up on that, I would build the wheel rim itself in different 
cylinder sections (at least for the textures) not from one piece.

-- 
Thomas


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From: Bald Eagle
Subject: Re: Ship's Wheel
Date: 6 May 2016 07:40:00
Message: <web.572c81742b6b48ac5e7df57c0@news.povray.org>
Bob Frew <bob### [at] ntlworldcom> wrote:

> Hi,
> many thanks for input.  I know you are right.
> Although I've been playing for years, there is quite a long list of POV
> features where my knowledge is abysmal.

Join the club.   ;)   There's just _too much_!
There's always something new to discover, and always someone who comes out of
left-field with a new twist on implementing it.

> Textures and lighting are two of them. There is only a single white
> light source in my scene.

Check out these links - I know there are other good ones out there too, but I'm
on my way out the door to work soon.

http://www.f-lohmueller.de/pov_tut/camera_light/camlit_e1.htm

http://xahlee.info/3d/povray-lighting.html

> I was originally thinking of a wheel cut from one block, but as you say
> it would more likely be "constructed" and possibly stronger in consequence.

Google Warp's tutorial on wood flooring - he's got some good things to say about
matching up the wood pigment pattern with normals, etc.
You might also check out "isowood" that makes great wooden objects using
isosurfaces.
Also, I've found that making some slight imperfections in the object ,ake it
look less plasticky. Small translations and rotations, some interesting things
thrown into the color map, slight shifts or misfits in the parts of something -
perhaps with the gaps filled in with a black "glue" to give it some character.
Something to really bring out the texture and shadows.

One could really spend an entire week or more (probably more) doing nothing but
learning how to put together wood textures.

> Have found a tutorial on radiosity on POV-Wiki so will move outside the
> "comfort zone" and give it another try.

Having gone down that road, I can tell you that the results are well worth the
time and effort you spend getting radiosity to work in your scene.
And once you just bite the bullet and do it, you'll see that it's a LOT simpler
to do than one might make it out to be (even the two-step method), and you'll be
wondering why you procrastinated for so long.


Good luck - it's coming along well!


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