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it would be awesome if povray had this:
http://www.cs.cornell.edu/projects/ctcloth/
unfortunately, it would require a database of df3 files -- micron-resolution MRI
scans of cloth swatches...
but the results are just fantastic.
Regards,
A.D.B.
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"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> it would be awesome if povray had this:
> http://www.cs.cornell.edu/projects/ctcloth/
>
> unfortunately, it would require a database of df3 files -- micron-resolution MRI
> scans of cloth swatches...
>
> but the results are just fantastic.
>
> Regards,
> A.D.B.
Er.. sorry.. CT scans...
A.D.B.
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"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> it would be awesome if povray had this:
> http://www.cs.cornell.edu/projects/ctcloth/
>
> unfortunately, it would require a database of df3 files -- micron-resolution MRI
> scans of cloth swatches...
>
> but the results are just fantastic.
>
> Regards,
> A.D.B.
Meh, easier to just use Blender's cloth simulator. Come to think of it, I think
the old Megapov had some sort of cloth simulating thing.
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"jhu" <nomail@nomail> wrote:
> "Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> > it would be awesome if povray had this:
> > http://www.cs.cornell.edu/projects/ctcloth/
> >
> > unfortunately, it would require a database of df3 files -- micron-resolution MRI
> > scans of cloth swatches...
> >
> > but the results are just fantastic.
> >
> > Regards,
> > A.D.B.
>
> Meh, easier to just use Blender's cloth simulator. Come to think of it, I think
> the old Megapov had some sort of cloth simulating thing.
I find Blender to be a massive pain to use. I can't import my models into it
from povray, which is the only place I ever create models, and the interface is
a clunky mass of mystery meat.
Aside from that, you're left trying to find a triangle resolution that doesn't
leave the surface looking patchy.
I tried using Megapov's cloth simulator, once, and felt that there were way too
many parameters.
And lastly, sometimes it's more fun to do things the hard way, and sometimes,
the hard way is actually better than the easy way.
but, as you will.
I posted the link because I found the article interesting.
Regards,
A.D.B.
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"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> I find Blender to be a massive pain to use. I can't import my models into it
> from povray, which is the only place I ever create models, and the interface is
> a clunky mass of mystery meat.
It's a clunky mess because you're not used to it. That will be the same no
matter what program you use (AutoCAD, Maya, 3D Studio Max, etc.).
>
> Aside from that, you're left trying to find a triangle resolution that doesn't
> leave the surface looking patchy.
You can use smooth shading. This gives good results even at low mesh
resolutions.
>
> I tried using Megapov's cloth simulator, once, and felt that there were way too
> many parameters.
Cloth is pretty complex. If Povray were to integrate what you linked, there will
unlikely be less parameters.
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Take a look at what I whipped up in < 5 minutes (cloth simulation + export to
Povray + render in Povray).
http://news.povray.org/povray.binaries.images/thread/%3Cweb.54ae1f35e1e1e369d19b0ec40%40news.povray.org%3E/
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On 08/01/2015 05:04, Anthony D. Baye wrote:
> I find Blender to be a massive pain to use.I can't import my models into it
> from povray, which is the only place I ever create models, and the interface is
> a clunky mass of mystery meat.
>
The interface is a lot better than it was.
Bishop3D can import a subset of SDL. But it only works with version 3.6
It is now freeware.
> Aside from that, you're left trying to find a triangle resolution that doesn't
> leave the surface looking patchy.
>
> I tried using Megapov's cloth simulator, once, and felt that there were way too
> many parameters.
>
You really need a lot of parameters. I use Poser's Cloth room and that
has a score or more.
> And lastly, sometimes it's more fun to do things the hard way, and sometimes,
> the hard way is actually better than the easy way.
>
There we differ. :-)
> but, as you will.
>
> I posted the link because I found the article interesting.
I thought it was interesting and the results outstanding.
You could, with a lot of work, create your own "CT" scan as a df3. Using
PovRay.
--
Regards
Stephen
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"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> "jhu" <nomail@nomail> wrote:
> > "Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> > > it would be awesome if povray had this:
> > > http://www.cs.cornell.edu/projects/ctcloth/
> > >
> > > unfortunately, it would require a database of df3 files -- micron-resolution MRI
> > > scans of cloth swatches...
> > >
> > > but the results are just fantastic.
> > >
> > > Regards,
> > > A.D.B.
> >
> > Meh, easier to just use Blender's cloth simulator. Come to think of it, I think
> > the old Megapov had some sort of cloth simulating thing.
>
> I find Blender to be a massive pain to use. I can't import my models into it
> from povray, which is the only place I ever create models, and the interface is
> a clunky mass of mystery meat.
>
> Aside from that, you're left trying to find a triangle resolution that doesn't
> leave the surface looking patchy.
>
> I tried using Megapov's cloth simulator, once, and felt that there were way too
> many parameters.
>
> And lastly, sometimes it's more fun to do things the hard way, and sometimes,
> the hard way is actually better than the easy way.
>
> but, as you will.
>
> I posted the link because I found the article interesting.
>
> Regards,
> A.D.B.
Did you know that you can mix existing POV code with your blender scene? just
copy and paste it in the Blender text editor with view properties enabled and
check the "add as POV code" box. It will be integrated with Blender POV Code
seamlessly at render time. It's all explained and demonstrated in the WIKI.
About smooth geometry, the integration of Pixar's opensubdiv is planned for one
of next blender realease, so this should improve it.
jhu, thanks for proving the exporter works. more images are needed to motivate a
community.
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From the initial post I got the impression that it was more the cloth
/texture/ that was the subject than the positioning of same. The later
can be achieved without too much work using e.g. Blender or Poser; the
former is - in my view - something much more difficult to achieve,
especially considering the fine details shown in the zoom images of the
fabrics presented in the video. It is not a /simple/ layered texture
using pigment patterns or image patterns. It is something much more
elaborate.
Thomas
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On 08/01/2015 08:21, Thomas de Groot wrote:
> From the initial post I got the impression that it was more the cloth
> /texture/ that was the subject than the positioning of same. The later
> can be achieved without too much work using e.g. Blender or Poser; the
> former is - in my view - something much more difficult to achieve,
> especially considering the fine details shown in the zoom images of the
> fabrics presented in the video. It is not a /simple/ layered texture
> using pigment patterns or image patterns. It is something much more
> elaborate.
>
That's what I thought.
--
Regards
Stephen
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