POV-Ray : Newsgroups : moray.win : New Model Server Time
28 Jul 2024 14:29:02 EDT (-0400)
  New Model (Message 1 to 5 of 5)  
From: Steve Clarke
Subject: New Model
Date: 18 Sep 2000 00:01:30
Message: <39c5939a$1@news.povray.org>
Hi list,
I would like your comments on a new model I'm working on.

http://www.teleport.com/~sclarke/images/Williams%20FW14_hs.jpg

The next phase involves placing corporate logos like decals in all the right
places.  I have good photos from which to lift these images.  I just seem a bit
daunted by the task.  I seem to be able to create texture maps that work, but my
images don't end up in the right spot.  Or when it seems like the image is
correctly placed on the model, it streatches over an edge and down the side like
mozzarella cheese.  Not the desired effect.

Any ideas on where I might find a good tutorial on doing this kind of work?

--
Steve Clarke
http://www.teleport.com/~sclarke


Post a reply to this message

From: ryan constantine
Subject: Re: New Model
Date: 18 Sep 2000 06:32:12
Message: <39C5EF13.3AA8FF8F@yahoo.com>
there are a couple things you can do.  first, you can use the
orthographic camera to take a left and right side or top and bottom
picture of the elements of your scene.  hopefully, the car is made of
several pieces or you'll have a harder time with this.  then you go into
a paint program and paint the decals you want on the respective parts. 
then you image map them using the planar mode.  to see an example of
this, go to h.e. day's website and download his raptor model.  it uses
two images (one for top and one for bottom) for his spaceship.  if you
need help changing his halo to media so you can render the image, either
comment out the media or post again here and i'll tell you what to
change. second, try the first method first and if that doesn't work for
you, come back here.

Steve Clarke wrote:
> 
> Hi list,
> I would like your comments on a new model I'm working on.
> 
> http://www.teleport.com/~sclarke/images/Williams%20FW14_hs.jpg
> 
> The next phase involves placing corporate logos like decals in all the right
> places.  I have good photos from which to lift these images.  I just seem a bit
> daunted by the task.  I seem to be able to create texture maps that work, but my
> images don't end up in the right spot.  Or when it seems like the image is
> correctly placed on the model, it streatches over an edge and down the side like
> mozzarella cheese.  Not the desired effect.
> 
> Any ideas on where I might find a good tutorial on doing this kind of work?
> 
> --
> Steve Clarke
> http://www.teleport.com/~sclarke


Post a reply to this message

From: Peter Cracknell
Subject: Re: New Model
Date: 19 Sep 2000 17:48:12
Message: <39c7df1c@news.povray.org>
I'm assuming this was made in Moray.  Interestingly enough I've had a
similar go myself, initially to understand image mapping
(http://website.lineone.net/~pc/images/beetlel.jpg)

I can't give you a tutorial (ken?), but I can say quickly:

planar projection projects an image from a set image thus if you wanted a
imaged cube you would theoreticily need 6 image maps and project them across
different planes.  I would therefore recomend using an orthographics camera
(or close say 1 for viewing angle camera) and position it exactly with the
figures, rendering, saving an TGA or BMP, creating a new image map within a
new material and APPLYING (it took me a little while to work that out).
Using the transformation bit you can position & scale the image (generally
you double the x and y) and then preview.  You will need a layered material
for more than one imagemap - I would recomend having one big one for each
angle and editing the image manually.

I'm not saying this is the easiest way but it works for me.  If you want I
can post (or upload) a zip of the beetle to show how its done.

Peter Cracknell


Steve Clarke <scl### [at] teleportcom> wrote in message
news:39c5939a$1@news.povray.org...
> Hi list,
> I would like your comments on a new model I'm working on.
>
> http://www.teleport.com/~sclarke/images/Williams%20FW14_hs.jpg
>
> The next phase involves placing corporate logos like decals in all the
right
> places.  I have good photos from which to lift these images.  I just seem
a bit
> daunted by the task.  I seem to be able to create texture maps that work,
but my
> images don't end up in the right spot.  Or when it seems like the image is
> correctly placed on the model, it streatches over an edge and down the
side like
> mozzarella cheese.  Not the desired effect.
>
> Any ideas on where I might find a good tutorial on doing this kind of
work?
>
> --
> Steve Clarke
> http://www.teleport.com/~sclarke
>
>


Post a reply to this message

From: Steve Clarke
Subject: Re: New Model
Date: 19 Sep 2000 22:15:07
Message: <39c81dab@news.povray.org>
"Peter Cracknell" <pc### [at] lineonenet> wrote in message
news:39c7df1c@news.povray.org...
> I'm assuming this was made in Moray.

Modeled in Rhino 1.1. Exported as UDO to Moray.


Interestingly enough I've had a
> similar go myself, initially to understand image mapping
> (http://website.lineone.net/~pc/images/beetlel.jpg)

It looks like it worked for you.  Actually I was able to get a map not unlike
your roof design, onto the top of the nose section of my race car.
Unfortunately, my image needs to be mapped partially on the sides of the nose as
well.  When I scale the image with transformations beyond an edge of the
surface,  the image streatches completely down the surface like string cheese.
Kind of comical ( the first time...)
>
> I can't give you a tutorial (ken?), but I can say quickly:
>
> planar projection projects an image from a set image thus if you wanted a
> imaged cube you would theoreticily need 6 image maps and project them across
> different planes.

Because my surface contours arent exactly planar, or exactly cylindrical or
spherical, I assume I need to use, probably, planar but to cut my images into
sections for each orthographic view ( top, sides, front, back).  'Makes sense,
but it also gives one pause for the effort involved.  Wow.

I've been using a freeware program called UV Mapper to position my images on the
surface.  This part works slick. I import the surface I want to map from Rhino
into UV Mapper. In UV Mapper, I --unroll--the surface out flat.   I then
position and scale the image onto the surface.  I then save the "mapped" image
in TGA or GIF format (TGA) and copy that file to the Moray/Maps folder.  There I
can call up the image while building textures in Moray.

Do you see any problems with this method?



I would therefore recomend using an orthographics camera
> (or close say 1 for viewing angle camera) and position it exactly with the
> figures, rendering, saving an TGA or BMP, creating a new image map within a
> new material and APPLYING (it took me a little while to work that out).
> Using the transformation bit you can position & scale the image (generally
> you double the x and y) and then preview.  You will need a layered material
> for more than one imagemap - I would recomend having one big one for each
> angle and editing the image manually.
>
> I'm not saying this is the easiest way but it works for me.  If you want I
> can post (or upload) a zip of the beetle to show how its done.

That would be welcome.  I'm not sure this newsgroup allows uploads, though.  A
zip attached to e-mail would work for me.  :)
>
Thanks for your thoughts.


Post a reply to this message

From: Peter Cracknell
Subject: Re: New Model
Date: 20 Sep 2000 11:45:57
Message: <39c8dbb5@news.povray.org>
Steve Clarke <scl### [at] teleportcom> wrote in message
news:39c81dab@news.povray.org...
>
> "Peter Cracknell" <pc### [at] lineonenet> wrote in message
> news:39c7df1c@news.povray.org...
> > I'm assuming this was made in Moray.
>
> Modeled in Rhino 1.1. Exported as UDO to Moray.
>
I dont have expereience with UDO's but I'm assuming they end up similar to
Spatch mesh's.  With the string cheese affect, thats what occurs when an
image overlaps onto a plane not set - so what I do to stop this is create a
PNG file with transparency and the image set to once.  Therefore the image
only goes where you want it and doesn't string out elsewhere.  Its a very
good model you've made its just a pity about its shape - the beetle was
quite hard and thats pretty basic.  The effort involved isn't that bad if
you can set up the image system quite quickly - once you've done one they're
all the same and you can just dabble around with images and do test renders
(maybe one day we'll be able to paint onto the mesh!) - thats the fun part.
>
> Interestingly enough I've had a
> > similar go myself, initially to understand image mapping
> > (http://website.lineone.net/~pc/images/beetlel.jpg)
>
> It looks like it worked for you.  Actually I was able to get a map not
unlike
> your roof design, onto the top of the nose section of my race car.
> Unfortunately, my image needs to be mapped partially on the sides of the
nose as
> well.  When I scale the image with transformations beyond an edge of the
> surface,  the image streatches completely down the surface like string
cheese.
> Kind of comical ( the first time...)
> >
> > I can't give you a tutorial (ken?), but I can say quickly:
> >
> > planar projection projects an image from a set image thus if you wanted
a
> > imaged cube you would theoreticily need 6 image maps and project them
across
> > different planes.
>
> Because my surface contours arent exactly planar, or exactly cylindrical
or
> spherical, I assume I need to use, probably, planar but to cut my images
into
> sections for each orthographic view ( top, sides, front, back).  'Makes
sense,
> but it also gives one pause for the effort involved.  Wow.
>
> I've been using a freeware program called UV Mapper to position my images
on the
> surface.  This part works slick. I import the surface I want to map from
Rhino
> into UV Mapper. In UV Mapper, I --unroll--the surface out flat.   I then
> position and scale the image onto the surface.  I then save the "mapped"
image
> in TGA or GIF format (TGA) and copy that file to the Moray/Maps folder.
There I
> can call up the image while building textures in Moray.
>
> Do you see any problems with this method?
>
I take it this is planar as Moray doesn't support UV mapping, though MegaPOV
does so if you can understand MegaPOV outside of the Moray file then thats
fine otherwise do what I do, give up.  I would again recommend PNG with
transparency if u did get it to work.
>
> I would therefore recomend using an orthographics camera
> > (or close say 1 for viewing angle camera) and position it exactly with
the
> > figures, rendering, saving an TGA or BMP, creating a new image map
within a
> > new material and APPLYING (it took me a little while to work that out).
> > Using the transformation bit you can position & scale the image
(generally
> > you double the x and y) and then preview.  You will need a layered
material
> > for more than one imagemap - I would recomend having one big one for
each
> > angle and editing the image manually.
> >
> > I'm not saying this is the easiest way but it works for me.  If you want
I
> > can post (or upload) a zip of the beetle to show how its done.
>
> That would be welcome.  I'm not sure this newsgroup allows uploads,
though.  A
> zip attached to e-mail would work for me.  :)

I'll stick it in the binaries(moray) if I can find the files (note the
beetle mesh isn't mine!)
> >
> Thanks for your thoughts.
>
>


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.