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3 Jul 2024 06:21:07 EDT (-0400)
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From: And
Subject: Re: BlendPov-alternative: screenshots
Date: 13 Apr 2016 04:10:00
Message: <web.570dfe0da4dc7df2ce8f7e600@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>
> > Parallel Bezier curve... sounds a challenge. I use Inkscape to do this operation
> > sometimes.(But only 2-D) Keep it up.
>
> The problem is solved.
> Inkscape won't help. Parallel curves shall have number of control points equal
> to number of control points of the original (sample).
> I will use only the Blender tools.
> Yesterday I already built a parallel bezier curve(3D) in Blender, using Python
> and formulas. :)))))))

Wow, that's great.


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From: LanuHum
Subject: Re: BlendPov-alternative: screenshots
Date: 16 Apr 2016 09:00:02
Message: <web.57123659a4dc7df27a3e03fe0@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> "LanuHum" <Lan### [at] yandexru> wrote:
> > "And" <49341109@ntnu.edu.tw> wrote:
> >
> > > Parallel Bezier curve... sounds a challenge. I use Inkscape to do this operation
> > > sometimes.(But only 2-D) Keep it up.
> >
> > The problem is solved.
> > Inkscape won't help. Parallel curves shall have number of control points equal
> > to number of control points of the original (sample).
> > I will use only the Blender tools.
> > Yesterday I already built a parallel bezier curve(3D) in Blender, using Python
> > and formulas. :)))))))
>
> Wow, that's great.

It's a go. Parallel curves are constructed automatically.
Now control of a UV-mapping is necessary.


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Attachments:
Download 'rail_guide.blend.jpg' (471 KB)

Preview of image 'rail_guide.blend.jpg'
rail_guide.blend.jpg


 

From: And
Subject: Re: BlendPov-alternative: screenshots
Date: 16 Apr 2016 10:15:00
Message: <web.57124836a4dc7df2b98502e40@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> > "LanuHum" <Lan### [at] yandexru> wrote:
> > > "And" <49341109@ntnu.edu.tw> wrote:
> > >
> > > > Parallel Bezier curve... sounds a challenge. I use Inkscape to do this
operation
> > > > sometimes.(But only 2-D) Keep it up.
> > >
> > > The problem is solved.
> > > Inkscape won't help. Parallel curves shall have number of control points equal
> > > to number of control points of the original (sample).
> > > I will use only the Blender tools.
> > > Yesterday I already built a parallel bezier curve(3D) in Blender, using Python
> > > and formulas. :)))))))
> >
> > Wow, that's great.
>
> It's a go. Parallel curves are constructed automatically.
> Now control of a UV-mapping is necessary.

Do you write them by yourself? I recall that you ever said your math was not
good enough to deal with such a thing.


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From: LanuHum
Subject: Re: BlendPov-alternative: screenshots
Date: 16 Apr 2016 11:45:01
Message: <web.57125d6fa4dc7df27a3e03fe0@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> "LanuHum" <Lan### [at] yandexru> wrote:

> >
> > It's a go. Parallel curves are constructed automatically.
> > Now control of a UV-mapping is necessary.
>
> Do you write them by yourself? I recall that you ever said your math was not
> good enough to deal with such a thing.

I am very bad mathematician.
Almost all computation is made by Blender. I am able to cause the necessary
functions.
I found something in the Internet.
1/3 t and 2/3 t are found by the Blender. The formula finds P1 and P2.
If you like to simulate on formulas, then use Blender and Python.
Less mathematics will be required.
:)))))


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From: LanuHum
Subject: Re: BlendPov-alternative: screenshots
Date: 16 Apr 2016 17:00:00
Message: <web.5712a744a4dc7df27a3e03fe0@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> "LanuHum" <Lan### [at] yandexru> wrote:
> > "And" <49341109@ntnu.edu.tw> wrote:
> > > "LanuHum" <Lan### [at] yandexru> wrote:
> > > > "And" <49341109@ntnu.edu.tw> wrote:
> > > >
> > > > > Parallel Bezier curve... sounds a challenge. I use Inkscape to do this
operation
> > > > > sometimes.(But only 2-D) Keep it up.
> > > >
> > > > The problem is solved.
> > > > Inkscape won't help. Parallel curves shall have number of control points equal
> > > > to number of control points of the original (sample).
> > > > I will use only the Blender tools.
> > > > Yesterday I already built a parallel bezier curve(3D) in Blender, using Python
> > > > and formulas. :)))))))
> > >
> > > Wow, that's great.
> >
> > It's a go. Parallel curves are constructed automatically.
> > Now control of a UV-mapping is necessary.
>
> Do you write them by yourself? I recall that you ever said your math was not
> good enough to deal with such a thing.

How many there is math?

import bpy
scene = bpy.context.scene
ob = bpy.context.object
cu = ob.parent
pd = cu.data.path_duration
frames = 4*[1]
frames[1] = pd/3
frames[2] = pd/3*2
frames[3] = pd
duplis = []
for i in range(4):
    scene.frame_set(frames[i],0.0)
    bpy.ops.object.duplicate()
    du = bpy.context.object
    duplis.append(du)
    cu.select = True
    scene.objects.active = cu
    bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM')
    du.select = False
    cu.select = False
    ob.select = True
    scene.objects.active = ob
ob.select = False
bpts = []
for i in range(4):
    bpts.append(duplis[i].data.splines[0].bezier_points)
all_coords = []
for i, pt in enumerate(bpts[0]):
    coords = []
    for p in range(4):
        co = duplis[p].matrix_world * bpts[p][i].handle_left
        coords.append(co[:])
    all_coords.append(coords)
    coords = []
    for p in range(4):
        co = duplis[p].matrix_world * bpts[p][i].co
        coords.append(co[:])
    all_coords.append(coords)
    all_coords.append(coords)
    coords = []
    for p in range(4):
        co = duplis[p].matrix_world * bpts[p][i].handle_right
        coords.append(co[:])
    all_coords.append(coords)
all_coords.append(all_coords[0])
all_coords.pop(0)
all_coords.append(all_coords[0])
all_coords.pop(0)
cu = None

for i, coords in enumerate(all_coords):
    if i % 4 == 0:
        cu = bpy.data.curves.new('MyCurve', 'CURVE')
        cu.dimensions = '3D'
        obj = bpy.data.objects.new('MyCurveObject', cu)
        bpy.context.scene.objects.link(obj)
    x0 = coords[0][0]
    y0 = coords[0][1]
    z0 = coords[0][2]
    x1 = coords[1][0]
    y1 = coords[1][1]
    z1 = coords[1][2]
    x2 = coords[2][0]
    y2 = coords[2][1]
    z2 = coords[2][2]
    x3 = coords[3][0]
    y3 = coords[3][1]
    z3 = coords[3][2]

    p1x=(-5*x0+18*x1-9*x2+2*x3)/6
    p1y=(-5*y0+18*y1-9*y2+2*y3)/6
    p1z=(-5*z0+18*z1-9*z2+2*z3)/6
    p2x=(2*x0-9*x1+18*x2-5*x3)/6
    p2y=(2*y0-9*y1+18*y2-5*y3)/6
    p2z=(2*z0-9*z1+18*z2-5*z3)/6

    bezier = [((x0,y0,z0),(x0,y0,z0),(p1x,p1y,p1z)),
              ((x3,y3,z3),(p2x,p2y,p2z),(x3,y3,z3))]

    spline = cu.splines.new('BEZIER')
    spline.bezier_points.add(1)
    for n in range(2):
        bpt = spline.bezier_points[n]
        bpt.co[:] = bezier[n][0]
        bpt.handle_left[:] = bezier[n][1]
        bpt.handle_right[:] = bezier[n][2]


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From: And
Subject: Re: BlendPov-alternative: screenshots
Date: 17 Apr 2016 02:50:01
Message: <web.571331aba4dc7df277cf13520@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> > "LanuHum" <Lan### [at] yandexru> wrote:
> > > "And" <49341109@ntnu.edu.tw> wrote:
> > > > "LanuHum" <Lan### [at] yandexru> wrote:
> > > > > "And" <49341109@ntnu.edu.tw> wrote:
> > > > >
> > > > > > Parallel Bezier curve... sounds a challenge. I use Inkscape to do this
operation
> > > > > > sometimes.(But only 2-D) Keep it up.
> > > > >
> > > > > The problem is solved.
> > > > > Inkscape won't help. Parallel curves shall have number of control points
equal
> > > > > to number of control points of the original (sample).
> > > > > I will use only the Blender tools.
> > > > > Yesterday I already built a parallel bezier curve(3D) in Blender, using
Python
> > > > > and formulas. :)))))))
> > > >
> > > > Wow, that's great.
> > >
> > > It's a go. Parallel curves are constructed automatically.
> > > Now control of a UV-mapping is necessary.
> >
> > Do you write them by yourself? I recall that you ever said your math was not
> > good enough to deal with such a thing.
>
> How many there is math?
>
> import bpy
> scene = bpy.context.scene
> ob = bpy.context.object
> cu = ob.parent
> pd = cu.data.path_duration
> frames = 4*[1]
> frames[1] = pd/3
> frames[2] = pd/3*2
> frames[3] = pd
> duplis = []
> for i in range(4):
>     scene.frame_set(frames[i],0.0)
>     bpy.ops.object.duplicate()
>     du = bpy.context.object
>     duplis.append(du)
>     cu.select = True
>     scene.objects.active = cu
>     bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM')
>     du.select = False
>     cu.select = False
>     ob.select = True
>     scene.objects.active = ob
> ob.select = False
> bpts = []
> for i in range(4):
>     bpts.append(duplis[i].data.splines[0].bezier_points)
> all_coords = []
> for i, pt in enumerate(bpts[0]):
>     coords = []
>     for p in range(4):
>         co = duplis[p].matrix_world * bpts[p][i].handle_left
>         coords.append(co[:])
>     all_coords.append(coords)
>     coords = []
>     for p in range(4):
>         co = duplis[p].matrix_world * bpts[p][i].co
>         coords.append(co[:])
>     all_coords.append(coords)
>     all_coords.append(coords)
>     coords = []
>     for p in range(4):
>         co = duplis[p].matrix_world * bpts[p][i].handle_right
>         coords.append(co[:])
>     all_coords.append(coords)
> all_coords.append(all_coords[0])
> all_coords.pop(0)
> all_coords.append(all_coords[0])
> all_coords.pop(0)
> cu = None
>
> for i, coords in enumerate(all_coords):
>     if i % 4 == 0:
>         cu = bpy.data.curves.new('MyCurve', 'CURVE')
>         cu.dimensions = '3D'
>         obj = bpy.data.objects.new('MyCurveObject', cu)
>         bpy.context.scene.objects.link(obj)
>     x0 = coords[0][0]
>     y0 = coords[0][1]
>     z0 = coords[0][2]
>     x1 = coords[1][0]
>     y1 = coords[1][1]
>     z1 = coords[1][2]
>     x2 = coords[2][0]
>     y2 = coords[2][1]
>     z2 = coords[2][2]
>     x3 = coords[3][0]
>     y3 = coords[3][1]
>     z3 = coords[3][2]
>
>     p1x=(-5*x0+18*x1-9*x2+2*x3)/6
>     p1y=(-5*y0+18*y1-9*y2+2*y3)/6
>     p1z=(-5*z0+18*z1-9*z2+2*z3)/6
>     p2x=(2*x0-9*x1+18*x2-5*x3)/6
>     p2y=(2*y0-9*y1+18*y2-5*y3)/6
>     p2z=(2*z0-9*z1+18*z2-5*z3)/6
>
>     bezier = [((x0,y0,z0),(x0,y0,z0),(p1x,p1y,p1z)),
>               ((x3,y3,z3),(p2x,p2y,p2z),(x3,y3,z3))]
>
>     spline = cu.splines.new('BEZIER')
>     spline.bezier_points.add(1)
>     for n in range(2):
>         bpt = spline.bezier_points[n]
>         bpt.co[:] = bezier[n][0]
>         bpt.handle_left[:] = bezier[n][1]
>         bpt.handle_right[:] = bezier[n][2]

You say that it doesn't have many mathematics. Ok.
By contrast, I can't understand this code.


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From: LanuHum
Subject: Re: BlendPov-alternative: screenshots
Date: 17 Apr 2016 05:00:00
Message: <web.57135050a4dc7df27a3e03fe0@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
>
> You say that it doesn't have many mathematics. Ok.
> By contrast, I can't understand this code.

:)))))))
In any source code of the math looks equally:
* / + - sin cos tan atan sqrt and so on...
In my code you will see only 6 lines math.


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From: And
Subject: Re: BlendPov-alternative: screenshots
Date: 19 Apr 2016 02:15:01
Message: <web.5715cbeba4dc7df277cf13520@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> >
> > You say that it doesn't have many mathematics. Ok.
> > By contrast, I can't understand this code.
>
> :)))))))
> In any source code of the math looks equally:
> * / + - sin cos tan atan sqrt and so on...
> In my code you will see only 6 lines math.

Well.


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From: LanuHum
Subject: Re: BlendPov-alternative: screenshots
Date: 8 May 2016 12:55:01
Message: <web.572f6eeba4dc7df27a3e03fe0@news.povray.org>
Round Boxes with Array-modifiers:
Brick walls:
8 second render.


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Attachments:
Download 'brick_roundbox.blend.jpg' (390 KB)

Preview of image 'brick_roundbox.blend.jpg'
brick_roundbox.blend.jpg


 

From: LanuHum
Subject: Re: BlendPov-alternative: screenshots
Date: 12 Aug 2016 11:30:01
Message: <web.57adeb3ba4dc7df27a3e03fe0@news.povray.org>
Texture testing needed.

#declare Finish_Material = finish {
    emission 0
    reflection {
    <1,1,1>
    exponent 1
    falloff 0
    metallic 1    }

}
#declare Finish_001_Material = finish {
    emission 0.1067
}
#declare Color_002_Material = pigment{color srgbft <1,1,1,0,1>}
#declare Color_Material = pigment{color srgbft <1,0.1842,0.007459,1,0>}
#declare Color_001_Material = pigment{color srgbft <0.905,1,0.9572,0,0>}
#declare Simple_texture_Material = texture{
    pigment{Color_Material}
}
#declare Simple_texture_001_Material = texture{
    pigment{Color_001_Material}
    finish{Finish_Material}
}
#declare Simple_texture_003_Material = texture{
    pigment{Color_002_Material}
}
#declare Simple_texture_002_Material = texture{
    pigment{color rgb <0.02484,0.01929,0.2569>}
    finish{Finish_001_Material}
}
#declare Texture_map_002_Material = texture {
    onion

    texture_map {
    #declare ColorRamp_0_Material = texture{pigment{color srgbt
<0.02627,0.007679,0.2254,0>}};
    [0.0 ColorRamp_0_Material]
    #declare ColorRamp_1_Material = texture{pigment{color srgbt
<0.125,0.00651,0.00321,0>}};
    [0.125 ColorRamp_1_Material]
    [0.3857615292072296 Simple_texture_002_Material]
    [0.8940397500991821 Simple_texture_003_Material]
    [1.0 Simple_texture_003_Material]
}
     }
#declare Texture_map_001_Material = texture {
    wrinkles

    texture_map {
    [0 Simple_texture_Material]
    [1 Simple_texture_001_Material]
}
     }
#declare Texture_map_Material = texture {
    granite

    texture_map {
    [0 Texture_map_002_Material]
    [1 Texture_map_001_Material]
}
     }


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Attachments:
Download 'textest.jpg' (327 KB)

Preview of image 'textest.jpg'
textest.jpg


 

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