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Damn! You beat me to it.
I've been working on a similar concept, but I don't know that much about tanks.
Very cool tho.
ADB
Carl wrote:
> I used a scattering media and light sources to create the flash. I expected
> the media to scatter enough light to illuminate the front of the tank.
> Looks like I'll need to turn on radiosity to do that. I know emissive
> media doesn't "emit" light but I thought scattering media would if it were
> illuminated with a real light source. Did I just pick poor settings or am
> I wrong?
>
> Enjoy,
> Carl
>
> ------------------------------------------------------------------------
> [Image]
--
//Anthony D. Baye, Student - Comp.Sci.
#default{pigment{rgb<0,.4,1>}finish{reflection 0.3 specular 0.6}}#macro
m(a,g,e)#local A=0;
#while(A<360)#local
am=a*.75;cylinder{vrotate(a*x,A*g*z),vrotate(am*x,(A+135)*g*z)e}
#local A=A+90;#end #local B=0;#while(B<360)sphere{a*x,e rotate B/2*g*z}#local
B=B+1;
#end #end m(2,1,.03)m(2,-1,.03)light_source{<-3,10,-15>,rgb
1}camera{location-7*z look_at 0}
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Derek Chen-Becker <pov### [at] chen-beckerorg> wrote:
> Very nice, how did you get the outlines on the parts?
There are basically 3 tricks I used. Say this is the shape I wanted to
outline:
box {<-50,20,-75>,<100,150,75>}
sphere {<100, 120, -85>,75}
The strait edges I'd outline with cylinders connected by spheres. For
simple perfectly round outlines I'd use tori.
So for the above shape I'd draw a sphere at each corner of the box:
sphere{<-50,20,-75> 10}
sphere{<-50,20,75> 10}
sphere{<-50,150,-75> 10}
sphere{<-50,150,75> 10}
sphere{<100,20,-75> 10}
sphere{<100,20,75> 10}
sphere{<100,150,-75> 10}
sphere{<100,150,75> 10}
The radius can be adjusted with the width of the outline. Next is a
cylinder at each edge:
cone {<-50,20,-75>, 10 <-50,20,75>, 10}
cone {<-50,20,-75>, 10 <-50,150,-75>, 10}
cone {<-50,20,-75>, 10 <100,20,-75>, 10}
cone {<-50,150,75>, 10 <-50,150,-75>, 10}
cone {<-50,150,75>, 10 <-50,20,75>, 10}
cone {<-50,150,75>, 10 <100,150,75>, 10}
cone {<100,20,75>, 10 <100,20,-75>, 10}
cone {<100,20,75>, 10 <100,150,75>, 10}
cone {<100,20,75>, 10 <-50,20,75>, 10}
cone {<100,150,-75>, 10 <100,150,75>, 10}
cone {<100,150,-75>, 10 <100,20,-75>, 10}
cone {<100,150,-75>, 10 <-50,150,-75>, 10}
Next is the line formed by the intersection of the box and the sphere. That
is drawn with this:
intersection {
box {<-60,10,-85>, <110,160,85>}
sphere {<100,120,-85> ,85}
}
And finally comes the outline of the sphere. That is drawn with this:
sphere {<100,120,-85>, 85.001
texture {pigment {rgbt 1}}
interior_texture {OUTLINE_TEXTURE_HERE} no_shadow no_reflection
}
So as you can see the outline of my cannon is a far more complicated part
then the cannon itself.
Derek Chen-Becker <pov### [at] chen-beckerorg> wrote:
> Just a thought, but you could also put a transparent distortion
> (ripple?) perpendicular to the muzzle to indicate the compression
> wave from the projectile.
Very cool idea. I like. Do you have any suggestions oh how to code that?
Thanks,
Carl
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