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Skelter
I don't know if you've investigated macros and while loops yet,
they can take a lot of the drugery out of making multiple similar
objects.
Eg:
#declare OnePlank =
difference{
cylinder{<0,0,0>, <0,0.25,0>,1
scale <1.25,1,1>
texture{some sorta wood/metal}
}
}
#declare BoatHull =
union{
#local CountScale = 0.05;
#local PlankScale = 0.5;
#local PlankPlace = 0.25;
#while(PlankScale<2)
object{
OnePlank
scale<PlankScale,1,PlankScale>
translate <0,PlankPlace,0>
}
#local PlankPlace = PlankPlace+0.25;
#local PlankScale=PlankScale+CountScale;
#end
object{BoatHull}
Something like that, hope it helps.
Skelter wrote:
>
> Great. You gave me an intelligent, balanced, non-furious response. Well,
> that's the thing...I may end up doing both, depending on how things go.
>
> It sure is going to be painful modelling each plate of the metal hull, but
> for up-close shots, that may be the best way.
>
> Thanks for the texture links. I'm looking for a good Jules Vernes 20,000
> leagues nautilus hull metal plating texture.
>
> Ken wrote in message <37A1B863.B71F5DF5@pacbell.net>...
> >
> >
> >Skelter wrote:
> >>
> >> I'm working on the hull for a boat. I don't think "carving" the hull
> from a
> >> texture is appropriate, in this case, as the boat would be made of planks
> of
> >> wood or plates of metal. This would probably best be done by wrapping an
> >> image map and bump map on each side of the hull. I don't want to model
> >> individual planks.
> >>
> >> Since I'm new at this, I thought I'd check with you knowledgable folks
> and
> >> give you a chance to set me straight.
> >>
> >> -s
> >
> > You open yourself to attacks by purists and wild fanatics alike. On the
> one
> >hand making the individual planks adds an extra step of realism that is
> hard
> >to mimic with textural methods. On the other textural methods are often
> faster
> >and easier to apply and can give satisfactory results if done properly. I
> >would say evaluate how close to the camera is the ship/boat going to be ant
> >decide from there. Up close you may wish to go with the physical modelling
> >process. If it is to be seen from a distance such as out on a lake a ways
> >then you can probably get away with the textural method. Think about which
> >method is going to give you the most satisfaction when it is done and let
> >your own conscience be your guide.
> >
> > See my links collection in the announcement group for a massive list of
> >of online texture resources if you decide to go with image maps. There are
> >some excellent wood plank textures at the sites listed in that collection.
> >
> >--
> >Ken Tyler
> >
> >mailto://tylereng@pacbell.net
> >http://home.pacbell.net/tylereng/links.htm
--
Cheers
Steve
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