POV-Ray : Newsgroups : povray.binaries.images : Microphone thing : Re: Microphone thing Server Time
1 Aug 2024 04:14:13 EDT (-0400)
  Re: Microphone thing  
From: m a r c
Date: 18 Mar 2009 03:09:50
Message: <49c09e3e@news.povray.org>
Yes I'd buy this one :-)
I  can feel its weight in my hand

Marc


49c03362@news.povray.org...
> clipka wrote:
>> CShake <cshake+pov### [at] gmailcom> wrote:
>>> Here's a test of a sphere_sweep version of a deformed mesh cap.
>>
>> Looking good! Now all you need to do is get some "cushion deformation" 
>> into the
>> mesh (if you know what I mean; looking head-on, the wires should appear 
>> to
>> "bend outward" where they're closer to the mike's central axis), so that 
>> they
>> hit the "equator" at a shallower angle, and then you'll have the real 
>> thing.
>>
>>
>>> Render time: 1hr29min. (dual core, 3.7b31) Radiosity on, no focal blur.
>>
>> Hum, let's see what focal blur makes of it...
>>
>>
>  9hr36min. Radiosity and some subtle focal blur. I'm happy with how it
> turned out. It does have that 'cushion deformation', I went and took
> some reference photos of a real mic for reference.
>
> I'd be willing to share the math if someone is interested, though I'd
> need to clean it up a bit.
> The general idea I did was start with a square grid (one axis at a
> time), do some contractions based on the cosine of the i and j positions
> (the matrix iterating variables, x and z really), then drop it onto a
> sphere by saying 'point.y=sqrt(abs(r^2-x^2-z^2))', then tuck any points
> outside the radius down underneath the equator and CSG difference them
> out. The intermeshing was by taking each point and pushing it in or out
> in the sphere normal direction by the wire diameter, alternating each
> time. A fun side effect of this method is that if I have the number of
> wires even, then they all bend into each other instead of missing.
>


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