POV-Ray : Newsgroups : povray.binaries.images : brain bot progress rendering : Re: brain bot progress rendering Server Time
5 Nov 2024 16:43:26 EST (-0500)
  Re: brain bot progress rendering  
From: Mike Miller
Date: 20 Jul 2023 11:25:00
Message: <web.64b94f0c41b179efb5177e91dabc9342@news.povray.org>
"Samuel B." <stb### [at] hotmailcom> wrote:
> "Mike Miller" <mil### [at] gmailcom> wrote:
> > "Samuel B." <stb### [at] hotmailcom> wrote:
> > > "Mike Miller" <mil### [at] gmailcom> wrote:
> > > > Current modeling progress for a brain bot character. [...]
> > >
> > > It's looking really good!
> > >
> > > How are you modeling the brain?
> >
> >
> > Thanks,
> > the brain is one continuous sphere_sweep/cubic_spline. I used Blender with
> > object snap to plant spheres on a simple brain shape surface. I image-mapped the
> > surface to help guide the process of plotting out the gray matter folds. I
> > exported the spheres via .x3d and converted the file to POV syntax. Attached is
> > a capture of the brain in Blender. Still tweaking a bit. I'm only modeling what
> > I the final camera will see. I'm currently working on the weapon at the end of
> > the tenacle arms.
> > Mike
>
> Ah, tracing the brain folds is a good solution, for sure.
>
> I know nothing about the .x3d file type, but it sounds like it somehow preserves
> lots of info including ordered point arrays? Or it can at least be converted to
> arrays?
>
> Sam



Yes, you are correct. The .x3d holds all the naming and transform information
of the Blender types. As long as you stick with Blender primitives (blobs,
spheres, torus, cube, etc. the output file is simple to parse. I use it to
export point arrays for POV lathes, sweeps, prisms, 2D arrays. I wrote a
converter that reads the .x3d and writes POV syntax. Attached shows spheres
renamed as 'pointData in Blender... I convert the points into 'mixed array' to
be used in a construction loop.


Currently working on some sci-fi tower forms

// convert .x3d

#declare pointDataCount = 12 ;
#declare pointArray = array mixed [pointDataCount][2] ;
#declare pointArray[0][0] = <21.561, -4.214, 0.159>  ;
#declare pointArray[0][1] = 2.285 ;
#declare pointArray[1][0] = <24.891, -4.027, 0.112>  ;
#declare pointArray[1][1] = 2.162 ;
#declare pointArray[2][0] = <28.244, -3.671, 0.020>  ;
#declare pointArray[2][1] = 1.930 ;
#declare pointArray[3][0] = <31.605, -3.120, -0.142>  ;
........



#declare node = sphere {<0,0,0> 1.6} ;

#declare arm_right =
intersection {
    union {
        #for (i,0,pointDataCount-1)
            object {node scale pointArray[i][1]*.9 translate pointArray[i][0]}
        #end
        material {M_red_metal}
    }
}


Currently working on some sci-fi tower forms.
Mike.


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