POV-Ray : Newsgroups : povray.binaries.images : George Stephenson's Rocket Server Time: 21 Jul 2019 00:03:56 GMT
  George Stephenson's Rocket (Message 1 to 10 of 32)  
Goto Latest 10 Messages Next 10 Messages >>>
From: Ton
Subject: George Stephenson's Rocket
Date: 11 Apr 2019 10:45:01
Message: <web.5caf1a82df342c0879690ba10@news.povray.org>
Hello everybody,

I've embarked on a new adventure, the Rocket by George Stepenson, built in 1829.
I found good drawings for a model of the Rocket on modelengineeringwebsite.com,
which is an interesting website for model building, with quite a lot of
CAD-drawings.
BTW After my hard disk crash, and consequently sinking of my Titanic, I'm
synchronizing my Povray sources every night on my Google cloud space.

Cheers
Ton.


Post a reply to this message


Attachments:
Download 'forum1.png' (1097 KB)

Preview of image 'forum1.png'
forum1.png


 

From: Norbert Kern
Subject: Re: George Stephenson's Rocket
Date: 11 Apr 2019 15:55:01
Message: <web.5caf623d6bc50fb53c1c78400@news.povray.org>
"Ton" <ton### [at] gmailcom> wrote:
> Hello everybody,
>
> I've embarked on a new adventure, the Rocket by George Stepenson, built in 1829.
> I found good drawings for a model of the Rocket on modelengineeringwebsite.com,
> which is an interesting website for model building, with quite a lot of
> CAD-drawings.
> BTW After my hard disk crash, and consequently sinking of my Titanic, I'm
> synchronizing my Povray sources every night on my Google cloud space.
>
> Cheers
> Ton.


Looks very promising!
Hopefully you will model the tender too.

There is much wood - in the case you are looking for a real nice wood texture -
think about a texture originating from the excellent isowood code by Christoph
Hormann - here is the code for a texture using his functions -

#macro IW_Warp_02 (Seed, xSize, ySize, zSize)

#local SZ = (xSize+ySize)*0.5*0.1;
#local Density = 0.1;
warp {
        black_hole <xSize*0.5,0,0>, SZ
        falloff 2.5
        strength 2
        repeat <min (xSize, SZ/Density),min (ySize, SZ/Density),SZ/Density>
        turbulence <0.02,0.75,0.75>
        inverse
}
#local SZ = (xSize+ySize)*0.5*0.15;
#local Density = 0.1;
warp {
        black_hole <xSize*0.5,0,0>, SZ
        falloff 2.1
        strength 3.7
        repeat <min (xSize, SZ/Density),min (ySize,
0.7*SZ/Density),0.8*SZ/Density>
        turbulence <0,0.4,0.4>
        inverse
}

#end

#macro IW_Select_Warp (WarpNbr, Seed, xSize, ySize, zSize)

IW_Warp_02 (Seed, xSize, ySize, zSize)

#end

#macro IW_Plank_Round_CutN (Seed, xSize, ySize, zSize, Rotate, Translate, Round,
Strength, Strength2, Pigm, Fin, C_Map, WarpNbr, fn_Max_Val)

#local rd = seed (Seed);

#local fn_Max = fn_Max_Val+<0,0,0>;

#local Trsx = (rand (rd)-0.5)*Translate*xSize;
#local Trsy = (rand (rd)-0.5)*Translate*ySize;
#local Trsz = (rand (rd)-0.5)*Translate*zSize;
#local Rotx = (rand (rd)-0.5)*Rotate;
#local Roty = (rand (rd)-0.5)*Rotate;

#local fn_Wood =
function {
        pigment {
                Pigm
                color_map {
                        [0      rgb 0]
                        [1      rgb 1]
                }
                translate <Trsx,Trsy,Trsz>
                rotate Rotx*x
                rotate Roty*y
                IW_Select_Warp (WarpNbr, Seed, xSize, ySize, zSize)
        }
}

#local fn_Disp =
function {
        pigment {
                average
                pigment_map {
                        [1      function {f_noise3d (0,0,z*1.6)*0.3}
                                color_map {
                                        [0      rgb 0]
                                        [1      rgb x]
                                }
                        ]
                        [1      function {f_noise3d (0,0,-z*1.6)*0.3}
                                color_map {
                                        [0      rgb 0]
                                        [1      rgb y]
                                }
                        ]
                }
        }
}
#local fnShape  = function {f_rounded_box (x,y,z, Round, xSize*0.5, ySize*0.5,
zSize*0.5+Round)}
#local fnShape2 = function {(abs (z)-zSize*0.5)}

#local fnShapeT  = function {fnShape (x+fn_Disp (x,y,z).x, y+fn_Disp
(x,y,z).y,z+fn_Disp (x,y,z).z)}
#local fnShape2T = function {fnShape2(x+fn_Disp (x,y,z).x, y+fn_Disp
(x,y,z).y,z+fn_Disp (x,y,z).z)}
#declare fnBumpsT  = function {fn_Wood (x+fn_Disp (x,y,z).x, y+fn_Disp
(x,y,z).y,z+fn_Disp (x,y,z).z).grey}

#end

#declare P_IW_10 =
pigment {
        wood
        octaves 6
        lambda 2.5
        turbulence <0.06,0.06,0.75>
        scale      <0.02,0.02,0.3>
}

#declare Fin_W_02 =
finish {
        ambient 0.1*0
        diffuse 0.95
        brilliance 1.4
        specular 0.4
        roughness 0.02
}

#declare GammaFact = 1;
#declare ColorDiff = <0,0,0>;

#macro ColorCorrect (Color, Gamma, ColDiff)

rgb <pow (Color.red+ColDiff.red,Gamma),pow (Color.green+ColDiff.green,Gamma),pow
(Color.blue+ColDiff.blue,Gamma)>

#end

#declare CM_IW_02 =
color_map {
        [0      ColorCorrect (<0.949,0.792,0.514>, GammaFact, ColorDiff)]
        [0.3    ColorCorrect (<0.855,0.651,0.376>, GammaFact, ColorDiff)]
        [0.6    ColorCorrect (<0.831,0.596,0.275>, GammaFact, ColorDiff)]
        [0.9    ColorCorrect (<0.620,0.447,0.204>, GammaFact, ColorDiff)]
}

IW_Plank_Round_CutN  (17, 0.3, 1.6, 8, 2, 0, 0.018, 0.0035, 0.005, pigment
{P_IW_10 scale 1.6} , Fin_W_02, CM_IW_02, 2, 0.3)

#local T_WoodA =
texture {
        pigment {
                function {fnBumpsT (x,y,z)}
                color_map {CM_IW_02}
        }
        normal {function {fnBumpsT (x,y,z)}, -1 accuracy 0.004}
        finish {Fin_W_02}
}

Norbert


Post a reply to this message

From: Ton
Subject: Re: George Stephenson's Rocket
Date: 12 Apr 2019 07:15:06
Message: <web.5cb03aca6bc50fb5a50bb1200@news.povray.org>
> Looks very promising!
> Hopefully you will model the tender too.
>
> There is much wood - in the case you are looking for a real nice wood texture -
> think about a texture originating from the excellent isowood code by Christoph
> Hormann - here is the code for a texture using his functions -
>
> Norbert

Hello Norbert
yes, I'm aware of the isowood code. Renders good wood.
The model in the Railway Museum in York has the Rocket painted yellow, and
that's what I had in mind to render (to povray?) my model.
But of course I can use non-painted wood, and see how it looks. Povray will take
a lot longer though!

Cheers
Ton


Post a reply to this message

From: Ton
Subject: Re: George Stephenson's Rocket
Date: 17 Apr 2019 11:45:01
Message: <web.5cb711036bc50fb575b136980@news.povray.org>
Here is an update on the Rocket. I've added the front bearing and its leaf
spring.

Cheers
Ton.


Post a reply to this message


Attachments:
Download 'forum2.png' (1276 KB)

Preview of image 'forum2.png'
forum2.png


 

From: Ton
Subject: Re: George Stephenson's Rocket
Date: 23 Apr 2019 11:05:01
Message: <web.5cbef0586bc50fb523174ebc0@news.povray.org>
Another small step to completion, the boiler has been added, plus the steam
control valve. Only speed could be regulated, no brakes!

Cheers
Ton.


Post a reply to this message


Attachments:
Download 'forum3.png' (1144 KB)

Preview of image 'forum3.png'
forum3.png


 

From: Paolo Gibellini
Subject: Re: George Stephenson's Rocket
Date: 24 Apr 2019 10:50:37
Message: <5cc03f7d$1@news.povray.org>
Ton wrote on 23/04/2019 13:00:
> Another small step to completion, the boiler has been added, plus the steam
> control valve. Only speed could be regulated, no brakes!
> 
> Cheers
> Ton.
> 
It looks promising!
Paolo


Post a reply to this message

From: And
Subject: Re: George Stephenson's Rocket
Date: 25 Apr 2019 13:40:00
Message: <web.5cc1b7c76bc50fb5624876100@news.povray.org>
"Ton" <ton### [at] gmailcom> wrote:
> Another small step to completion, the boiler has been added, plus the steam
> control valve. Only speed could be regulated, no brakes!
>
> Cheers
> Ton.

If .. the brown part and yellow part of the rocket is too bright


Post a reply to this message

From: Ton
Subject: Re: George Stephenson's Rocket
Date: 30 Apr 2019 00:00:01
Message: <web.5cc78f706bc50fb542d8ebd00@news.povray.org>
Made some progress with my model. Added the steam dome and safety valve on top
of the boiler. Plus the smoke stack is in place.
I've also been playing with the textures and lighting. That seems like a never
ending process. It can always be improved.

Cheers
Ton.


Post a reply to this message


Attachments:
Download 'forum4.png' (1188 KB)

Preview of image 'forum4.png'
forum4.png


 

From: Thomas de Groot
Subject: Re: George Stephenson's Rocket
Date: 2 May 2019 06:55:15
Message: <5cca9453$1@news.povray.org>
On 30-4-2019 1:57, Ton wrote:
> Made some progress with my model. Added the steam dome and safety valve on top
> of the boiler. Plus the smoke stack is in place.
> I've also been playing with the textures and lighting. That seems like a never
> ending process. It can always be improved.
> 

What a beauty! I never realised somehow that the boiler was oval-shaped. 
I assumed it was circular like the more recent steam locs.

-- 
Thomas


Post a reply to this message

From: Ton
Subject: Re: George Stephenson's Rocket
Date: 2 May 2019 10:20:00
Message: <web.5ccac3d96bc50fb542d8ebd00@news.povray.org>
> What a beauty! I never realised somehow that the boiler was oval-shaped.
> I assumed it was circular like the more recent steam locs.

Bedankt for the compliment.
Is it oval? It's supposed to be a circle, a round circle.

Cheers
Ton


Post a reply to this message

Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2008 Persistence of Vision Raytracer Pty. Ltd.