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I am trying to make a S curve cylinder with a bezier patch. It is not smooth
or easy to manipulate. I also tried in spatch without much success. Any
suggestions?
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dcc wrote:
>
> I am trying to make a S curve cylinder with a bezier patch. It is not smooth
> or easy to manipulate. I also tried in spatch without much success. Any
> suggestions?
Sections of CSG'd tori ?
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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I haven't tried that yet. I suspect that it would make the smoothest
curves, but I was hopping to avoid piecing things together. I guess creating
a s curve is just a matter of code in pov-ray.
oh well. I prefer the GUI environment of moray.
Ken wrote in message <38C47BDF.A257F5B9@pacbell.net>...
>
>
>dcc wrote:
>>
>> I am trying to make a S curve cylinder with a bezier patch. It is not
smooth
>> or easy to manipulate. I also tried in spatch without much success. Any
>> suggestions?
>
>Sections of CSG'd tori ?
>
>--
>Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
>http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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dcc wrote:
>
> I am trying to make a S curve cylinder with a bezier patch. It is not smooth
> or easy to manipulate. I also tried in spatch without much success. Any
> suggestions?
Takes a good deal of patience, but here are some tips that will at
least make it possible (if not actually easy)
1.) When you create your bezier cylinder, make sure to make it at
least 3 or 4 cylinders high... 1 or 2 cylinders high and you won't
have enough control points to work with, bearing in mind that a
multipatch creation has some controls points (where the patches
meet) which can't be independantly moved by the user -- otherwise
the patches wouldn't come together), so you need to use more
patches to get more controls points you can work with. And...
2.) Experiment with the various point manipulation modes. The
default is "translate", but this can be very hard to "bend" points
together just right. You may experience more luck with "rotate"
mode, and especially try "rotate" and "local" together (which
rotates selected points around each other instead of the origin).
By fiddling with these various transform modes, you eventually
obtain better control of your point manipulation. And lastly...
3.) When you're through experimenting and ready to try "for real"
do a File | Save after each successful move... alas there is no
Undo for bezier patch manipulation, so File | Save is the clunky
but better-than-nothing "poor man's Undo". <g>
Charles
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Patience seems to be key. Still I look for an easier way. The bezier
cylinder I made is 4 sheets, 12 patches. Although I didn't try the rotate or
local. I wonder if there are any rendered examples on the web I could
compare mine with?
Anyhow, this work in progress (and others) is linked here.
http://www.cornillot.com/graphics.htm
Charles Fusner wrote in message <38C5A751.2CC972DB@enter.net>...
>dcc wrote:
>>
>> I am trying to make a S curve cylinder with a bezier patch. It is not
smooth
>> or easy to manipulate. I also tried in spatch without much success. Any
>> suggestions?
>
>Takes a good deal of patience, but here are some tips that will at
>least make it possible (if not actually easy)
>1.) When you create your bezier cylinder, make sure to make it at
>least 3 or 4 cylinders high... 1 or 2 cylinders high and you won't
>have enough control points to work with, bearing in mind that a
>multipatch creation has some controls points (where the patches
>meet) which can't be independantly moved by the user -- otherwise
>the patches wouldn't come together), so you need to use more
>patches to get more controls points you can work with. And...
>2.) Experiment with the various point manipulation modes. The
>default is "translate", but this can be very hard to "bend" points
>together just right. You may experience more luck with "rotate"
>mode, and especially try "rotate" and "local" together (which
>rotates selected points around each other instead of the origin).
>By fiddling with these various transform modes, you eventually
>obtain better control of your point manipulation. And lastly...
>3.) When you're through experimenting and ready to try "for real"
>do a File | Save after each successful move... alas there is no
>Undo for bezier patch manipulation, so File | Save is the clunky
>but better-than-nothing "poor man's Undo". <g>
>
>Charles
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I'm working on a plugin dll for Moray to make bspline cylinders (and other
shapes). Its currently in a pre-beta version, but I should have something
in the next 2 weeks worth using. If you want me to notify you of when it is
ready, send me an e-mail with plug-in dll as the subject and I'll put you on
the list
--
Mike
mwe### [at] sciticom
For 3D pictures and animations http://www.geocities.com/mikepweber
dcc wrote in message <38c470ff$1@news.povray.org>...
>
>I am trying to make a S curve cylinder with a bezier patch. It is not
smooth
>or easy to manipulate. I also tried in spatch without much success. Any
>suggestions?
>
>
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Would a sphere sweep work?
dcc wrote:
> I am trying to make a S curve cylinder with a bezier patch. It is not smooth
> or easy to manipulate. I also tried in spatch without much success. Any
> suggestions?
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It seems as if a sweep could do the trick. I haven't used them much so I'm
not really familiar. It seems that it might provide smoother curves but I
don't know if you get the same fine control as the bezier patch.
Again my experience is limited but it's worth a shoot. Thanks
Tony Vigil wrote in message <38C7FCBF.FAA1092F@emc-inc.com>...
>Would a sphere sweep work?
>
>dcc wrote:
>
>> I am trying to make a S curve cylinder with a bezier patch. It is not
smooth
>> or easy to manipulate. I also tried in spatch without much success. Any
>> suggestions?
>
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