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18 May 2024 23:57:14 EDT (-0400)
  HELP REQUEST: Twisted Ropes of Ballista (Message 17 to 26 of 46)  
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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?


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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:


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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.


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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.


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From: Thomas de Groot
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 6 Mar 2020 02:46:14
Message: <5e61ffc6$1@news.povray.org>
Op 05/03/2020 om 20:49 schreef Bald Eagle:
> 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.
> 

As Alain suggested: this is a new machine ;-)

A proximity pattern would partly do the job but is more difficult on 
rectangular pieces. They work best on irregular shapes; I am thinking of 
course of those macros either by Sam Benge or Edouard Poor.

In addition to those, if going into the wear-and-tear mode, the wood 
pieces need to be worn down, chipped, gouged, split. And additional 
transparant texture layer would simulate dirt, mud, dust.

-- 
Thomas


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From: Sven Littkowski
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 6 Mar 2020 16:10:00
Message: <web.5e62bbfb5f4031dc5f7af7120@news.povray.org>
Hey, now we get some dynamics into this threat! Happy to spread interest!

Yes, I agree with the thickness of the twisted ropes. The rope at the back (to
reload) could also be a metal chain, like those of bucycles.

I used a bronze-alike metal for the front as even during Roman times, bronze was
cheaper than iron or copper. And its reddish hue also harmonizes with the wood
and with war (red for war). Smaller ballista versions used copper, by the way.

Direction of the twisted ropes: yes, fully agreed. But I was shy to point that
out after you created the sample, I did not want to appeal unsatisfied or
unthankful. In faxt, I totally appreciated that you took time and effort and
sweat to help me.   :-)

Comments: yes, if needed I could add more comments. Should I? And what kind of
comments? I will go ahead with the dimensions at the file header.

When finished, I wanted to offer the ballista and all connected files as an
"object" to the "POV-Ray Object Library" so every POV-Ray user can benefit from
my/our work. Are you all okay with that?

I have not heard about the iso wood normals, and of underlaying textures. But I
am using dual textures. Like for the iron (not the front but everywhere else):
iron at first, and then a slightly reddish-brownish translucent layer above. As
metal gets darker over time and corrodes even on air, the entire metal would get
darker and slightly red-brownish. It alo will become half dull/flat, losening
the gloss. That is what I tried to archieve with my iron metal. But some random
corrosion spots can still be added. Also, the red-brownish hue gives also some
harmony with the frontal bronze, and with the wood.

Personally, I am unhappy with the heightfields, because the source images are
not the best. ideal would be them to be inhigh resolution, and light coming
straight from the front so all sides would be slightly darker of the
photographed objects.

This large anti-ship ballista is just one of the weapons that will be aboard ir
a Roman battleship that I started to rconstruct in 3D. However, the hull is
impossible for me to create with POV-Ray, due to the special curvatures of the
hull - especially at the front. Once the large ballista is completed, if anyone
wants to join the Roman battleship project, I would welcome everyone. I do
maritime archaeology since over 35 years and know about Roman ships. This is my
or our chance, to put the first really correct 3D model of Roman ships into the
Internet. All existing others are faulty in mutiple ways. That ship, if
completed, would also become a part of the "POV-Ray Object Library".

I am hospitalized now, at risk of losing my right leg. So forgive me, if there
are days where I am emotionally not able to post here.


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From: Sven Littkowski
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 6 Mar 2020 16:15:00
Message: <web.5e62bc745f4031dc5f7af7120@news.povray.org>
Hey, now we get some dynamics into this threat! Happy to spread interest!

Yes, I agree with the thickness of the twisted ropes. The rope at the back (to
reload) could also be a metal chain, like those of bucycles.

I used a bronze-alike metal for the front as even during Roman times, bronze was
cheaper than iron or copper. And its reddish hue also harmonizes with the wood
and with war (red for war). Smaller ballista versions used copper, by the way.

Direction of the twisted ropes: yes, fully agreed. But I was shy to point that
out after you created the sample, I did not want to appeal unsatisfied or
unthankful. In faxt, I totally appreciated that you took time and effort and
sweat to help me.   :-)

Comments: yes, if needed I could add more comments. Should I? And what kind of
comments? I will go ahead with the dimensions at the file header.

There will be various ammonition types for the ballista, and ammunition boxes.
Also a ladder. MakeHuman can give humans in various positions, but no success to
find Roman armor for our humans.

When finished, I wanted to offer the ballista and all connected files as an
"object" to the "POV-Ray Object Library" so every POV-Ray user can benefit from
my/our work. Are you all okay with that?

I have not heard about the iso wood normals, and of underlaying textures. But I
am using dual textures. Like for the iron (not the front but everywhere else):
iron at first, and then a slightly reddish-brownish translucent layer above. As
metal gets darker over time and corrodes even on air, the entire metal would get
darker and slightly red-brownish. It alo will become half dull/flat, losening
the gloss. That is what I tried to archieve with my iron metal. But some random
corrosion spots can still be added. Also, the red-brownish hue gives also some
harmony with the frontal bronze, and with the wood.

Personally, I am unhappy with the heightfields, because the source images are
not the best. ideal would be them to be inhigh resolution, and light coming
straight from the front so all sides would be slightly darker of the
photographed objects.

This large anti-ship ballista is just one of the weapons that will be aboard ir
a Roman battleship that I started to rconstruct in 3D. However, the hull is
impossible for me to create with POV-Ray, due to the special curvatures of the
hull - especially at the front. Once the large ballista is completed, if anyone
wants to join the Roman battleship project, I would welcome everyone. I do
maritime archaeology since over 35 years and know about Roman ships. This is my
or our chance, to put the first really correct 3D model of Roman ships into the
Internet. All existing others are faulty in mutiple ways. That ship, if
completed, would also become a part of the "POV-Ray Object Library".

I am hospitalized now, at risk of losing my right leg. So forgive me, if there
are days where I am emotionally not able to post here.


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From: Sven Littkowski
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 6 Mar 2020 16:20:01
Message: <web.5e62bde85f4031dc5f7af7120@news.povray.org>
Leather: no, I searched online and found a leather texture that is acceptable
for now, but I changed the basecolor.

Iron: same with the iron.


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From: Bald Eagle
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 6 Mar 2020 19:15:01
Message: <web.5e62e6c45f4031dc4eec112d0@news.povray.org>
"Sven Littkowski" <nomail@nomail> wrote:

> I am hospitalized now, at risk of losing my right leg. So forgive me, if there
> are days where I am emotionally not able to post here.

Jeez.  I hope they are able to give you everything that you need to make a full
recovery!  :O

I was only able to make a few more edits, but it addresses most of what I
pointed out.  I think the heightfields are ok, and might only need a few
adjustments. I can post the edited file in the text scene files section so you
can go over it and see what it looks like.


Stay in good spirits and keep a fighting mindset.  A positive mental attitude
has been empirically shown to have as much or more effect on health as
medicine(s).

All the best, Sven


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Attachments:
Download 'romanballista_v3.png' (1093 KB)

Preview of image 'romanballista_v3.png'
romanballista_v3.png


 

From: Sven Littkowski
Subject: Re: HELP REQUEST: Twisted Ropes of Ballista
Date: 6 Mar 2020 21:30:01
Message: <web.5e6306f45f4031dc5f7af7120@news.povray.org>
Hi, thanks for the good wishes!

I really like the wooden patterns! Oh, I forgot to mention that I put a
translucent color on top of my own wood, to allow to change the color of the
wood. Romans painted their ballista. Still, the wooden pattern (normal) would
still be recognizeable.

I think, your wood is really clodse to the final version, but we have to allow
the future object users to change the appeal of the wood, like light brown or
medium, and the paint color that was used on the wood.

It also seems you did somethign with the bolts on the front shield, right? Can
you give me a copy of the scene file? I want to run it in high-resolution.


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