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Hi there,
Currently I'm working on a CSG model of an Mk 2 hand grenade. So far the top
part is finished except for the spoon. I'm having a hard time figuring out how
to construct the actual body of the grenade, though. Does anybody have any
suggestions? Here's a photo of a grenade similar to the one I'm modelling:
http://mysite.verizon.net/moronicon/Mk2Photo.jpg
I know it would be easy to make such a model using modelling software, but I
prefer the challenge of using POV's SDL. I've got a couple ideas about possible
methods but none of my ideas are very good.
Regards,
Dave Blandston
Post a reply to this message
Attachments:
Download 'mk2.jpg' (47 KB)
Preview of image 'mk2.jpg'
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Dave Blandston wrote:
> Hi there,
>
> Currently I'm working on a CSG model of an Mk 2 hand grenade. So far the top
> part is finished except for the spoon. I'm having a hard time figuring out how
> to construct the actual body of the grenade, though. Does anybody have any
> suggestions? Here's a photo of a grenade similar to the one I'm modelling:
>
> http://mysite.verizon.net/moronicon/Mk2Photo.jpg
>
> I know it would be easy to make such a model using modelling software, but I
> prefer the challenge of using POV's SDL. I've got a couple ideas about possible
> methods but none of my ideas are very good.
>
> Regards,
> Dave Blandston
>
>
> ------------------------------------------------------------------------
>
I'm seeing an isosurface function combining a sphere (stretched in the y
direction) and an extruded brick or f_rounded_box...
A.D.B.
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Le 26/04/2010 20:08, Anthony D. Baye nous fit lire :
> Dave Blandston wrote:
>>
>> ------------------------------------------------------------------------
>>
> I'm seeing an isosurface function combining a sphere (stretched in the y
> direction) and an extruded brick or f_rounded_box...
>
> A.D.B.
I would suggest a citrus (internal of self-interecting torus: when r>R)
instead of a stretched sphere, without stretch. an enclosing box might
avoid seeing the points of the citrus.
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Dave Blandston wrote:
> I'm having a hard time figuring out how to construct the actual body
> of the grenade, though.
It's going to end up as a perfume bottle anyway so
why bother with the martial intermediate step? :-P
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"Dave Blandston" <nomail@nomail> wrote:
> Currently I'm working on a CSG model of an Mk 2 hand grenade. So far the top
> part is finished except for the spoon. I'm having a hard time figuring out how
> to construct the actual body of the grenade, though. Does anybody have any
> suggestions?
Would a triangle-mesh object made with POV's HF_Sphere macro qualify as 'SDL'?
Here's a basic idea, some code I came up with (and an image.) It's one way to do
it; there are probably others. Just add a camera and some lights. The code's not
perfect by any means, but it does create that 'pineapple' look. BTW, I could
have used 'pattern' rather than 'pigment' to generate the functions (to do away
with the .gray step)--but the two functions need to be combined anyway, before
being used in the macro. (It accepts only one.)
There's still a problem with the model that I haven't yet been able to solve:
Where the vertical and horizontal indent lines meet, there's a deeper indent at
each intersection. (Or rather, the non-overlapping parts of the lines are raised
farther upward than the intersections.) They *should* all be at the same depth.
Seems there's an odd 'bias' somewhere--probably a result of the pigment values I
used. I just *know* there's a way around this little conundrum. (I may have
solved it years ago, but I can't remember how; I'll have to look back over some
of my old code.)
There are two things that you should definitely play around with, to see the
interesting effect: The HF's resolution, and adding/not adding 'smooth' to it.
The lower the resolution, the more 'slanted' the pineapple chunks become. (It's
a consequence of the rez not being high enough to actually reproduce the
indents' pigment functions.) In this case, it's quite useful!
Ken
--------
#include "shapes.inc"
sky_sphere{pigment{color rgb .7*<.8,.9,1>}}
plane{y,0 pigment{color rgb .8}}
#declare vertical_pigment_function =
function{
pigment{
gradient x scale .090
color_map{
[0.0 rgb 1]
[0.75 rgb 1]
[0.75 rgb 0]
[1.0 rgb 0]
}
warp{spherical orientation y dist_exp 0}
}
}
#declare horizontal_pigment_function =
function{
pigment{
gradient y scale .10
color_map{
[0.0 rgb 1]
[0.8 rgb 1]
[0.8 rgb 0]
[1.0 rgb 0]
}
warp{spherical orientation z dist_exp 0}
}
}
#declare final_function =
function{
vertical_pigment_function(x,y,z).gray*.5
+ horizontal_pigment_function(x,y,z).gray*.5
}
// Just to show what the values represent...
//HF_Sphere(
// Function,
// UseUVheight,
// UseUVtexture,
// Res,
// Smooth,
// FileName,
// Center,
// Radius,
// Depth)
object{
HF_Sphere(final_function,0,0,<110,110>,0,"",0,1,.13)
pigment{color rgb <.5,1,.5>}
//double_illuminate
scale <1,1.4,1>
rotate -5*y
translate 1.5*y
}
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Oops, forgot to include the image...
Post a reply to this message
Attachments:
Download 'hand_grenade_test.jpg' (167 KB)
Preview of image 'hand_grenade_test.jpg'
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BTW, I *really* like your rust texture--especially the normal(?) that you used.
It looks bumpy/grainy, but with sort of flattened tops to the bumps. Nice! Care
to share??
Ken
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Christian Froeschlin <chr### [at] chrfrde> wrote:
> It's going to end up as a perfume bottle anyway so
> why bother with the martial intermediate step? :-P
That's really funny, but I'm afraid to show my wife your comment in case it
gives her the idea!!!
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"Kenneth" <kdw### [at] earthlinknet> wrote:
> BTW, I *really* like your rust texture--especially the normal(?) that you used.
> It looks bumpy/grainy, but with sort of flattened tops to the bumps. Nice! Care
> to share??
>
> Ken
Oops, I forgot to credit the original texture author, Xplo Aristotle. This is a
very useful texture.
//Iron, Rust, and RustyIron by Xplo Aristotle
#local Iron = texture {
pigment {color rgb .25}
normal {granite .3 scale .2}
finish {specular .5 roughness .01 reflection .05 diffuse .8}
} //texture
#local Rust = texture {
pigment {
granite
color_map {
[0.0 rgb <0.809995, 0.299123, 0.113405> * .8]
[0.4 rgb <0.209995, 0.096941, 0.031510> * 1.2]
[0.6 rgb <0.209995, 0.096941, 0.031510> * 1.2]
[1.0 rgb <0.569986, 0.052720, 0.005707> * .9]
} //color_map
scale .5
turbulence 1
} //pigment
normal {wrinkles}
} //texture
#local RustyIron = texture {
bozo
texture_map {
[0 Iron]
[1 Rust]
} //texture_map
turbulence 1
omega .5
lambda 2
} //texture
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Thank you guys very much for the suggestions. I'm constantly amazed and humbled
by everyone's abilities. This may be a good time to learn some new things that
I've never tried. The isosurface features, as suggested by Anthony D Baye and Le
Forgeron, sound promising.
Kenneth, I'm going to experiment with your code a little. I'm wondering if
increasing the resolution a lot and using a gradient defined by a non-linear
function instead of an abrupt pigment transition could create the curved edges
of the "pineapple" bumps. And, unioning in a plain sphere scaled just right
could cover up those extra indentations handily. Thanks so much for your help!
Regards,
Dave Blandston
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