POV-Ray : Newsgroups : povray.binaries.images : HELP REQUEST: Twisted Ropes of Ballista Server Time
23 Apr 2024 20:15:30 EDT (-0400)
  HELP REQUEST: Twisted Ropes of Ballista (Message 11 to 20 of 46)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: Bald Eagle
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 3 Mar 2020 13:20:01
Message: <web.5e5e9ee45f4031dc4eec112d0@news.povray.org>
"Sven Littkowski" <nomail@nomail> wrote:

> Yes, to some extend, I like what I see. :-)
>
> There are the ropes on the left side of the vertical cylinder, and those on the
> right side. All twist around the horizontal arm. The ropes of the one side
> (let's say left) are ABOVE the ropes of the right side.

So you just need to define a radius one rope diameter more for the second set in
order to arrange all the ropes the way you need them.

> Would you allow me to give you credit inside the scene file?
Sure thing - it's a lovely siege engine you've built.   :)

Let me know if you have any questions.

  #declare Ropes =
union {
#declare RopeR = 0.03;
#for (Y, 0, 2.5, 0.01)
 #local R = 0.25+RopeR;
 #switch (Y)
 #range (0.00, 0.95)
  #declare Theta = (Y/0.95)*pi;
  #declare X = R*sin(Theta+pi);
  #declare Z = R*cos(Theta+pi);
  sphere {<X, Y, Z> RopeR }
 #break
 #range (0.95, 1.35)
  #declare Theta = ((Y-0.95)/(1.35-0.95))*pi;
  #declare a = 0.2*0.2;
  //#declare X = 8*pow(a,3)/(pow(Y-1.15,2)+4*pow(a,2));
  #declare X = 0.1*sin (Theta);
  //#declare Z = -R;
  sphere {<X, Y, Z> RopeR }
 #break
 #range (1.35, 2.50)
  #declare Theta = ((Y-1.35)/(2.5-1.35))*pi;
  #declare X = R*sin(Theta+pi);
  #declare Z = R*cos(Theta);
  sphere {<X, Y, Z> RopeR }
 #break
 #end
#end
texture {Rope}
pigment {Green}
rotate y*25
}
#for (R, 0, 3)
 object {Ropes rotate y*R*10}
#end

    rotate < 0.0,180, 0.0 >
 }


Post a reply to this message

From: Sven Littkowski
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 3 Mar 2020 18:20:01
Message: <web.5e5ee4ee5f4031dc82f8fb090@news.povray.org>
Working on the ballista in the meantime, removing errors and adding detail
features...


Post a reply to this message


Attachments:
Download 'sl - roman ballista 001.jpg' (676 KB)

Preview of image 'sl - roman ballista 001.jpg'
sl - roman ballista 001.jpg


 

From: Sven Littkowski
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 3 Mar 2020 19:50:01
Message: <web.5e5efa5f5f4031dc82f8fb090@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
>   #declare Ropes =
> union {
> #declare RopeR = 0.03;
> #for (Y, 0, 2.5, 0.01)
>  #local R = 0.25+RopeR;
>  #switch (Y)
>  #range (0.00, 0.95)
>   #declare Theta = (Y/0.95)*pi;
>   #declare X = R*sin(Theta+pi);
>   #declare Z = R*cos(Theta+pi);
>   sphere {<X, Y, Z> RopeR }
>  #break
>  #range (0.95, 1.35)
>   #declare Theta = ((Y-0.95)/(1.35-0.95))*pi;
>   #declare a = 0.2*0.2;
>   //#declare X = 8*pow(a,3)/(pow(Y-1.15,2)+4*pow(a,2));
>   #declare X = 0.1*sin (Theta);
>   //#declare Z = -R;
>   sphere {<X, Y, Z> RopeR }
>  #break
>  #range (1.35, 2.50)
>   #declare Theta = ((Y-1.35)/(2.5-1.35))*pi;
>   #declare X = R*sin(Theta+pi);
>   #declare Z = R*cos(Theta);
>   sphere {<X, Y, Z> RopeR }
>  #break
>  #end
> #end
> texture {Rope}
> pigment {Green}
> rotate y*25
> }
> #for (R, 0, 3)
>  object {Ropes rotate y*R*10}
> #end
>
>     rotate < 0.0,180, 0.0 >
>  }


Hi, thanks a lot! However, there is something missing from your code, it might
be something that would be above the "#declareRopes" statement at the very top.
The missing part would be on the same level like the "#for(R,0,3)" statement on
the bottom. can you check and add the missing code?


Post a reply to this message

From: Bald Eagle
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 3 Mar 2020 20:55:00
Message: <web.5e5f09505f4031dc4eec112d0@news.povray.org>
"Sven Littkowski" <nomail@nomail> wrote:

> Hi, thanks a lot! However, there is something missing from your code, it might
> be something that would be above the "#declareRopes" statement at the very top.

Yep - sorry - that's just:

 union // sling arm
 {
  cylinder { < 0.0, -0.2, 0.0 > < 0.0, 2.5, 0.0 > 0.25 texture { TopColor rotate
< 90.0, 0.0, 0.0 > } }
  cone { < 0.0,  1.15,  3.0 > 0.015 < 0.0, 1.15, 0.0 > 0.2 texture { TopColor }
}
                              ^^^^^ note 1/10 of original just for demo purposes


Post a reply to this message

From: Sven Littkowski
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 3 Mar 2020 23:35:02
Message: <web.5e5f2f685f4031dc82f8fb090@news.povray.org>
Big thanks once more - I am going to incorporate this into the file.

by the way, this here is not really a siege artillery, it is a naval artillery.
Was used on Roman battle galleys, thus the round platform which allowed to be
turned to all sides.

Siege artillery lacked that round platform as they were not needed to be
flexible, as fortresses not really moved around that much. :-)

Mounted on ships, during an ancient ship battle, the ships often changed
direction, sometimes quite abruptly, and so did their targets, too. Thus the
added flexibility of being able to turn around the Y axis.

For your pleasure, I am including now the latest version of the naval ballista.

3.65 MB


Post a reply to this message


Attachments:
Download 'ballista 001v2.rar.dat' (3758 KB)

From: Sven Littkowski
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 4 Mar 2020 00:55:01
Message: <web.5e5f42485f4031dc82f8fb090@news.povray.org>
This is the credit I am using, please let me know, if you're okay with that.

// Scene file developd by Sven Littkowski, C 2020.
// Credits for the twisted ropes go to BaldEagle
// a long-time member of the POV-Ray community.


Also adding the latest image.


Post a reply to this message


Attachments:
Download 'sl - roman ballista 001a.jpg' (930 KB)

Preview of image 'sl - roman ballista 001a.jpg'
sl - roman ballista 001a.jpg


 

From: Sven Littkowski
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 4 Mar 2020 01:00:01
Message: <web.5e5f43145f4031dc82f8fb090@news.povray.org>
Latest scene file.

Hey, I am wondering, if you would be interested to spice up the textures of this
object. Like adding a bit rust to the metal, and aging the wood a bit. Also
adding a normal that is fitting to the wooden texture, to make the wooden
surfaces less smooth. Interested to join this project?


Post a reply to this message


Attachments:
Download 'sl - roman ballista 001.pov.txt' (58 KB)

From: Bald Eagle
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 4 Mar 2020 18:25:01
Message: <web.5e6038a95f4031dc4eec112d0@news.povray.org>
"Sven Littkowski" <nomail@nomail> wrote:
> Latest scene file.
>
> Hey, I am wondering, if you would be interested to spice up the textures of this
> object. Like adding a bit rust to the metal, and aging the wood a bit. Also
> adding a normal that is fitting to the wooden texture, to make the wooden
> surfaces less smooth. Interested to join this project?

Only because I had things already written and somewhat handy.

I think it would be easier to edit / maintain if you put all of your files in a
single directory, and maybe added a parent directory that the filenames are
concatenated with - for portability.

Indenting, commenting, and maybe general direction of longest dimension of
object, or intended direction of wood grain before any rotation of the object.

You also use a lot of the same object, so maybe declare it once without a
texture, and use object {[THAT] texture {Tex}}

And your units are ... ???

The rust still sucks, so needs work.

Have a look:


Post a reply to this message


Attachments:
Download 'romanballista.png' (322 KB)

Preview of image 'romanballista.png'
romanballista.png


 

From: Bald Eagle
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 5 Mar 2020 14:50:06
Message: <web.5e6157bd5f4031dc4eec112d0@news.povray.org>
So, here's what it looks like after doing a fair bit of fiddling, trying to make
the HF's "pop", and partly sifting through all of the bolts to try to
differentiate/accentuate those as well.

Observations:

1.  It looks - front heavy.   Like it would tilt/fall forward at a moment's
notice.

2.  The ropes need to be WAY thicker - I'm thinking like 7 times what you've got
- surround that one skinny rope with a hexagon of other ropes.

3.  There needs to be a lot more ropes wound around the throwing arm, and you've
got the second part of the ropes the wrong way around.   Pulling back the
throwing arm would only loosen them.   It would also be good to have at least 3
different rope textures to give some variation and visually differentiate the
individual lines. (and I have to fix the extent - somehow what I have is too
short at the bottom)

4.   The original "FrontShield" texture was a stock copper.   Is that what you'd
want?

5.  That leather texture is pretty nice.   :)   Yours?
I'm thinking add a bit of a leather under-texture and fray out the impact points
a bit to simulate wear.

6. Still too clean and pretty for a war engine.  Have you thought of using CH's
isowoods for the pieces?   Also someone who knows how to dirty it up with a
proximity pattern would be a great addition.


So here's a dual view at 1366 x 768 with lots of light and radiosity.


Post a reply to this message


Attachments:
Download 'romanballista.png' (1055 KB)

Preview of image 'romanballista.png'
romanballista.png


 

From: Alain Martel
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 5 Mar 2020 15:49:18
Message: <5e6165ce$1@news.povray.org>

> So, here's what it looks like after doing a fair bit of fiddling, trying to make
> the HF's "pop", and partly sifting through all of the bolts to try to
> differentiate/accentuate those as well.
> 
> Observations:
> 
> 1.  It looks - front heavy.   Like it would tilt/fall forward at a moment's
> notice.

The front part is  mostly hollow, a large box. The stock is long and 
massive enough to make a good counterweight.

> 
> 2.  The ropes need to be WAY thicker - I'm thinking like 7 times what you've got
> - surround that one skinny rope with a hexagon of other ropes.

Agree. Also, need more of them.

> 
> 3.  There needs to be a lot more ropes wound around the throwing arm, and you've
> got the second part of the ropes the wrong way around.   Pulling back the
> throwing arm would only loosen them.   It would also be good to have at least 3
> different rope textures to give some variation and visually differentiate the
> individual lines. (and I have to fix the extent - somehow what I have is too
> short at the bottom)

They need to all go in the same direction.

> 
> 4.   The original "FrontShield" texture was a stock copper.   Is that what you'd
> want?
> 
> 5.  That leather texture is pretty nice.   :)   Yours?
> I'm thinking add a bit of a leather under-texture and fray out the impact points
> a bit to simulate wear.
> 
> 6. Still too clean and pretty for a war engine.  Have you thought of using CH's
> isowoods for the pieces?   Also someone who knows how to dirty it up with a
> proximity pattern would be a great addition.
> 
> 
> So here's a dual view at 1366 x 768 with lots of light and radiosity.
> 

That one have just been built. It have only been test fired. Waiting for 
it's first actual combat.


Post a reply to this message

<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.