POV-Ray : Newsgroups : povray.newusers : Help with Modeling a Truck : Re: Help with Modeling a Truck Server Time
2 Nov 2024 11:24:02 EDT (-0400)
  Re: Help with Modeling a Truck  
From: Christopher Koeber
Date: 15 Apr 2004 17:13:52
Message: <407efb10@news.povray.org>
Dear Jim,
        Thanks for your help, but I never did NURBS modelling before. As a
matter of fact I am pretty new to 3d graphics all together. Where do I go
to learn the basics of modelling with NURBS in blender, as that is the
modeller that I have which supports NURBS? Thank you very much for your
time and consideration.
Sincerely,
Christopher Koeber

Jim Charter wrote:

> Getting geometric shapes that smooth at the edges and smoothly fillet
> together at joints, such as you find with automobile bodies, is a matter
> of constant invention and modelling skill.  Basically it is done best
> with NURBS modellers, like Rhino, (since I think that long before
> computer graphics, modelling prototypes for automobile designs was what
> splines were originally invented for), or the more recent polygonal mesh
> modellers, like Wings.  In POV this can be achieved also through
> dexterous use of the bicubic patch. Many do this with hand coding.  A
> modeller that produces results in  bicubic patches is Hamapatch,
> successor to sPatch.
> 
> If you want to use solids your options include some use of differencing,
> and intersection to try and approximate the smoothing you want.  There
> are various macros for producing rounded boxes from spheres, cylinders,
> and boxes for instance.  There is also a rounded box available with
> isosurfaces.
> 
> Isosurfaces give the means to get a variety of geometric shapes to
> smooth together like blobs.  The blob primitive itself only supports
> cylinders and spheres.  With inventive use of scaling the basic blob can
> go a long way towards a believeable autobody.  The use of isosurfaces
> could push it farther.


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