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On 13/12/2018 09:37, Ton wrote:
> It's a little while ago I posted something. I am quite sure you're all wondering
> what's happening (or not!).
It sank, did it not? ;)
> I tried to do the hull with arrays, and then calculate the triangles, and
> normals.
> Didn't work.
> Too difficult for my old head.
I thought just struck me like a neutrino. (It does not stick very
often.) If you did not want to use a mesh for what ever reason. You
could use a Bicubic Patch. The problem with that I think you need to use
a utility to see your changes in real time. (Just like Blender.)
I threw a quick scene together to see if it would work. See attached.
> So I'm modelling the hull in Blender, and export it to Povray, and that seems to
> be going all right.
> So here is a new image. Enjoy.
>
This is getting too good for words.
--
Regards
Stephen
Post a reply to this message
Attachments:
Download 'bicubic patch_1_0000.png' (491 KB)
Preview of image 'bicubic patch_1_0000.png'
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hi,
Stephen <mca### [at] aolcom> wrote:
> On 13/12/2018 09:37, Ton wrote:
> > So here is a new image. Enjoy.
>
> This is getting too good for words.
+1
regards, jr.
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Stephen <mca### [at] aolcom> wrote:
> On 13/12/2018 09:37, Ton wrote:
> > It's a little while ago I posted something. I am quite sure you're all wondering
> > what's happening (or not!).
>
> It sank, did it not? ;)
>
>
> > I tried to do the hull with arrays, and then calculate the triangles, and
> > normals.
> > Didn't work.
> > Too difficult for my old head.
>
> I thought just struck me like a neutrino. (It does not stick very
> often.) If you did not want to use a mesh for what ever reason. You
> could use a Bicubic Patch. The problem with that I think you need to use
> a utility to see your changes in real time. (Just like Blender.)
> I threw a quick scene together to see if it would work. See attached.
>
>
> > So I'm modelling the hull in Blender, and export it to Povray, and that seems to
> > be going all right.
> > So here is a new image. Enjoy.
> >
>
>
> This is getting too good for words.
>
> --
>
> Regards
> Stephen
Thanks Stephen,
I used two bicubic patches for the bridge. But that's only two, in two
dimensions. Bicubic patches would be good for the hull, or any curved shape
Thomas and jr, thanks for your kind words....
Cheers
Ton.
Post a reply to this message
Attachments:
Download 'forum28.png' (595 KB)
Preview of image 'forum28.png'
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hi,
"Ton" <ton### [at] gmailcom> wrote:
> Stephen <mca### [at] aolcom> wrote:
> > I thought just struck me like a neutrino. (It does not stick very
> > often.) If you did not want to use a mesh for what ever reason. You
> > could use a Bicubic Patch. ...>
> I used two bicubic patches for the bridge. But that's only two, in two
> dimensions. Bicubic patches would be good for the hull, or any curved shape
maybe the stuff Bald Eagle was working on in the "Bezier-patch torus" thread in
p.binaries.images could be useful to you?
regards, jr.
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On 14/12/2018 02:04, Ton wrote:
> I used two bicubic patches for the bridge. But that's only two, in two
> dimensions. Bicubic patches would be good for the hull, or any curved shape
Here I go again like a stuck record. :)
Bishop3D uses bicubic patches. That is what I used to throw my image
together. It can also import a subset of Pov ver 3.6 sdl.
Moray uses bicubic patches and its method is better. It can create
stitched together bicubic patches.
<aside> I should have mentioned that when Bald Eagle was doing it
programmatically. Sorry Bill, it could have served as a reference. </aside>
Early this morning I found that Nvidia had rendering software called
Gelato that can use bicubic patches and Nvidia GPUs. It is no longer
supported but it is free to download. It cost 1500 USD at the time.
The download came with 3DMax, Mayo and Renderman plugins.
I will try the free version of Renderman and see if I can get it working.
--
Regards
Stephen
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On 14/12/2018 11:55, Stephen wrote:
> Early this morning I found that Nvidia had rendering software called
> Gelato that can use bicubic patches and Nvidia GPUs. It is no longer
> supported but it is free to download. It cost 1500 USD at the time.
> The download came with 3DMax, Mayo and Renderman plugins.
> I will try the free version of Renderman and see if I can get it working.
Belay that. ;)
It was in the wee sma' hours. My brain was still in bed.
I have downloaded some blueprints from
http://www.abratis.de/sources/pictures/blue.html
If you don't mind, I would like to try making a hull to fit them. In B3D
--
Regards
Stephen
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Stephen <mca### [at] aolcom> wrote:
> On 14/12/2018 11:55, Stephen wrote:
> > Early this morning I found that Nvidia had rendering software called
> > Gelato that can use bicubic patches and Nvidia GPUs. It is no longer
> > supported but it is free to download. It cost 1500 USD at the time.
> > The download came with 3DMax, Mayo and Renderman plugins.
> > I will try the free version of Renderman and see if I can get it working.
>
> Belay that. ;)
> It was in the wee sma' hours. My brain was still in bed.
>
> I have downloaded some blueprints from
> http://www.abratis.de/sources/pictures/blue.html
>
> If you don't mind, I would like to try making a hull to fit them. In B3D
>
>
> --
>
> Regards
> Stephen
Hi Stephen, kpovmodeler does bicubic patches as well (I'm not running Windows).
but you can't have a background image, like in Blender. And stitching them
together might be quite a job.
Those blueprints from Titanic are a bit rough. Are you interested in my arrays
for Deck D?
I use 1 pov for 1 foot.
Cheers
Ton.
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Stephen <mca### [at] aolcom> wrote:
> Bishop3D uses bicubic patches. That is what I used to throw my image
> together.
I always forget about Bishop - but I hardly ever use a modeler.
> It can also import a subset of Pov ver 3.6 sdl.
That's pretty cool! :) I don't think there are any other software packages
that can _import from_ POV-Ray :O
> Moray uses bicubic patches and its method is better. It can create
> stitched together bicubic patches.
Hmm. Been a few years since I fired up Moray - does it spit out SDL?
> <aside> I should have mentioned that when Bald Eagle was doing it
> programmatically. Sorry Bill, it could have served as a reference. </aside>
No worries. It was mostly an exercise in learning how to wrestle bicubic
patches into shape, contiguously, and with normals. Also how to place objects
ON the surface.
But I will file that info away in the rusty sieve inside my head... :D
> Early this morning I found that Nvidia had rendering software called
> Gelato that can use bicubic patches and Nvidia GPUs. It is no longer
> supported but it is free to download. It cost 1500 USD at the time.
> The download came with 3DMax, Mayo and Renderman plugins.
> I will try the free version of Renderman and see if I can get it working.
I'd use a modeler more often if I could bounce back and forth between it and the
editor --- or the best thing would be to somehow have some sort of real-time
faux-traced preview as the SDL got written... wireframe or something
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On 14/12/2018 23:28, Ton wrote:
>
> Hi Stephen, kpovmodeler does bicubic patches as well (I'm not running Windows).
> but you can't have a background image, like in Blender.
Neither does B3D.
My great idea was to convert a deck blueprint into a silhouette and use
that to create a thin heightfield. which I could use as a template for
the cross section of that level.
> And stitching them together might be quite a job.
Aye, there's the rub.
Years ago I blagged a job as in Instrument tech on the oil rigs. In our
crew was a Plater who prepared metal sheets for the welder to join. He
explained some of the processes carried out in a shipyard. Marks out,
from drawings or templates, shape of plates to be used in making the
hull plates. Carries out machine processes by which they are cut, sawn,
straightened, bent, shaped and fits up in readiness for riveter or welder.
Quite a job indeed. :)
> Those blueprints from Titanic are a bit rough.
Just a bit. :)
> Are you interested in my arrays
> for Deck D?
> I use 1 pov for 1 foot.
I would be if I knew what to do with them. ;) I missed the introduction
to matrices at collage and never caught up.
What I would really like is a series of cross sections from bow to
stern. Then, I think, I could use Blender's Nurbs.
Well, what do you know?
Have you seen this page?
https://www.encyclopedia-titanica.org/titanic-hidden-deck.html
Which is annoying as life is too "interesting" just now to start a major
project.
--
Regards
Stephen
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On 15-12-2018 12:23, Stephen wrote:
[snip]
>
> What I would really like is a series of cross sections from bow to
> stern. Then, I think, I could use Blender's Nurbs.
Cross sections is also what is used by Delftship to build a hull by the
way... ;-)
>
> Well, what do you know?
> Have you seen this page?
> https://www.encyclopedia-titanica.org/titanic-hidden-deck.html
>
> Which is annoying as life is too "interesting" just now to start a major
> project.
>
So true...
--
Thomas
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