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11 Aug 2024 21:20:21 EDT (-0400)
  spatch problems (Message 1 to 5 of 5)  
From: Ed Kaiser
Subject: spatch problems
Date: 21 Apr 1999 19:01:56
Message: <371e4ad4.0@news.povray.org>
Does anyone out there know how to make spatch models with, um, appendages?
Say I wanted to make a hand, how would I make the fingers? Or if I wanted to
make a tube that branched out to be shaped like a Y. I can't figure it out.

I hope that was clear enough.


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From: TonyB
Subject: Re: spatch problems
Date: 22 Apr 1999 17:01:28
Message: <371F6D58.3D9739EC@panama.phoenix.net>
Look at the sPatch page links. I believe the french (?) guy has a page about
human modelling.


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From: Andy Kugyelka
Subject: Re: spatch mini-tutorial
Date: 24 Apr 1999 18:42:45
Message: <37223ad5.0@news.povray.org>
Ed Kaiser wrote in message <371e4ad4.0@news.povray.org>...
>Does anyone out there know how to make spatch models with, um, appendages?
>Say I wanted to make a hand, how would I make the fingers? Or if I wanted
to
>make a tube that branched out to be shaped like a Y. I can't figure it out.
>I hope that was clear enough.
>
>
  The following is a step-by-step procedure of how I assume you create
multiple objects which protrude from another object using sPatch vs. 1.5
under Windows.
  Since I'm a beginner, this probably isn't the easiest or even the right
way,
so hopefully someone with more experience using sPatch will reply.

NOTES : - I've limited the final object to 2 "fingers" to make it a little
          easier. The final object will look like 2 chimneys on top of a
          hill- like structure. The basic procedure should be easily
          extended to create a hand or a "Y"-shaped structure.
        - Steps 2 to 5 are done in the Top view, the rest are done
          using the Right-hand side view window, unless stated otherwise.
        - If something should go wrong, just Undo it (Edit >> Undo),
          and try again.

1. Split the screen into 4 views. (View >> Split)
2. Insert a cylinder. (Model >> Insert >> cylinder)
   Note that when the cylinder is inserted, all of its points are selected,
   (green), vs. unselected (red), ready to be manipulated.
3. Move (Translate) <Pink tool button, row 1, column 1> the cylinder,
   a little more than the width of its radius, above where it was
   first inserted.
4. Insert a second cylinder.
5. Move the second cylinder down slightly so that it's just below the
   first one.
6. Turn on the grid. (View >> Grids)
7. *** (REMINDER : Start using the Right-hand side view window)
   First, select the unhighlighted (red points) right cylinder with the
   Group tool <Pink, row 2, col. 2> and pull a window around the
   unselected cylinder. ie. All the points on both cylinders should now
   be selected. (green)
8. Translate <Pink, row 1, col. 1> the two cylinders 3 or 4 grid spaces
   up. ( Note : Hold the Shift key down while you're dragging the mouse
   to snap to the grid.)
9. Insert a circle. (Model >> Insert >> circle(8pts) )
10. Rotate <Pink, row 1, col. 3> the circle 90 degrees. (Hold down the
    Shift key while you're dragging it around.)
11. Deselect everything; either press <Enter>, or from the menu, choose
    (Select >> None)
12. In the tool box, column 9, click the X and Y boxes so that only the Z
    box is colored. (Blue)
    NOTE : This step is optional. It's purpose is to demonstrate sPatch's
    ability to limit translations to either a single or dual combination of
axis.
13. Make sure the Translate tool <Pink, row 1, col. 1> is activated.
    Grab the left hand point of the circle and move it out, so that
    it's 1 or 2 squares to the left of the cylinder above it. Repeat this
    operation for the right side of the circle. ie. Stretch it to the right.
14. In the tool box, column 9, click the X and Y boxes, so that they turn
    red and green, respectively. Turn off the grid. (View >> Grids)

*** Now you should have 2 cylinders sitting side by side above the
    stretched, "pot-bellied", circular loop.

15. Click the Add Point tool <Pink, row 2, col. 1>.
    Click on the screen to the left of the cylinders and "circle", and
before
    releasing the left mouse button, drag the mouse down slightly.
    You should now have a "string" and the tool selection should revert to
the
    Translate tool.
    Grab the bottom point of the string and move it so that it's directly
over
    the left most point of the "circle". Now, right-click the mouse to weld
the
    2 points together. A reassuring "click" should confirm the weld, if your
    computer supports sound, and the volume isn't turned off.
    Grab the top point of the string and weld it to the left bottom point of
    the left cylinder.
16. Repeat Step 15 to join the rest of the points on the bottom of the
    cylinders to the points on the "circle", as well as, for the space
between
    the bottom points of the 2 cylinders.

NOTES : - You will need to use the perspective view in order to be able
          to select the front bottom point on the cylinders, as well as,
those
          points on the back of the object. ie. Spin it around using the
Pivot
          tool. <Green, row 1, col. 8>

        - You will need to add some points to the "circle" to create
"connection
          spots" where you can weld the strings to. Do this by clicking on
the
          Add Point tool <Pink, row 2, col. 1>, then click slightly to one
side
          of the point on the "circle" where you want the point added. Then
          slide it to where ever you want it. This may take a bit of pratice
to get
          it right.

        - While you're creating patches to join the objects, it's a good
idea to
          occasionally render the object to make sure that everything is
going
          according to plan.

        - If you want to adjust the slope of any patches' edge just select
one of
          the points, press the Tab button as many times as is required to
switch
          to the desired line, and then use the Curve tool <Pink, row 2,
col. 3>
          to make the adjustment.

        - I'm not sure how to make a more gradual slope between the
cylinders
          and the added patches. Most likely it's a matter of adding more
shapes
          in between them to make the transition more gradual.

Well, I think I've used up my share of bandwidth for the day, so if you need
any more
help, just ask.


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From: Ed Kaiser
Subject: Re: spatch mini-tutorial
Date: 27 Apr 1999 22:23:13
Message: <37266301.0@news.povray.org>
Andy Kugyelka wrote in message <37223ad5.0@news.povray.org>...
>  The following is a step-by-step procedure of how I assume you create
>multiple objects which protrude from another object using sPatch vs. 1.5
>under Windows.



Thanks,  I think I've finally figured it out.  Spline based modelling is
freaking hard. (at least I think so).


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From: Andy Kugyelka
Subject: Re: spatch modeler
Date: 1 May 1999 17:06:07
Message: <372b5eaf.0@news.povray.org>
Well it does take a bit of time and patience to use, but with a bit of
effort and perserverance it is possible to create some pretty spectacular
models with sPatch.
I've put a few links in the povray.text.tutorials news group if you want to
check them out. They're under the heading "Best sPatch tutorials".
Other hints of what is possible with sPatch can be found in the IRTC
competitions page. sPatch was used in a few of the entries to model at least
some of the objects in the scene files.

My best advice would be to read the help file in sPatch again, even if you
can't understand everything right away, try your best. Then try some of the
simpler tutorials listed at Mike Clifton's sPatch page. Dominique Jacquel's
tutorial is the best place to start, along with the couple of examples at
Mike Solly's sPatch page at http://members.aol.com/msolly1010/index.htm
Splines are explained fairly well at Jeff Cantin's site :
www.alienlogo.com/tincan/Spline-tut.htm . The examples are more geared to
Hash's 3D modeler, but you can follow along by substituting sPatch's
commands for the Hash ones.
Once you've done this, go back and reread sPatch's help file. It will
probably be a lot clearer now. I know it was for me.

Depending on how serious you are about 3D, you might want to try some of
these other packages :
Hash Animatiom Master www.hash.com
Blender www.blender.nl
Rhino3d www.rhino3d.com

These packages add more features for a price. Hash AM lists for $US 199, and
Rhino3d lists for $US 795. but check their sites for current pricing.
Rhino3d is a very powerful modeler. Hash AM and Blender add animation
features to the mix.
Blender is a very impressive program that you might want to give a try. You
can DL it for free and the cost depends on your platform. If you're a
Windows user, it'll set you back $US 100 to be able to save your work,
another $US 100 to get the full-featured package, and about $US 50 for a
manual. If your running UNIX you save yourself $100.

Of course I should mention POVRAY since it's free, and they're paying to
maintain this news group that I'm using to send this message. :)   :)   :)
Oh yeh, there's also Moray, and a host of other modelers if you check
around.
>
>
>Thanks,  I think I've finally figured it out.  Spline based modelling is
>freaking hard. (at least I think so).


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