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What's a good way to make a wicker basket model, using what's available in
base plus MegaPOV?
--John
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John M. Dlugosz <joh### [at] dlugoszcom> wrote in message
news:3a5d4726$1@news.povray.org...
> What's a good way to make a wicker basket model, using what's available in
> base plus MegaPOV?
>
Sphere_sweeps should work quite well, however they tend to be slow
to render.
Gail
--
********************************************************************
* gsh### [at] monotixcoza * System.dat not found. *
* http://www.rucus.ru.ac.za/~gail/ * Reformat hard drive Y)es O)k *
********************************************************************
* If at first you don't succeed, call it version 1.0 *
********************************************************************
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"John M. Dlugosz" wrote:
>
> What's a good way to make a wicker basket model, using what's available in
> base plus MegaPOV?
I have had fairly good success in the past using cylinders and #while
loops. It takes a creative approach but the results were satisfactory
and did not take all that long to render. A lot of it depends of the
level of detail needed and how close the object will be to the camera.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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"John M. Dlugosz" <joh### [at] dlugoszcom> wrote in message
news:3a5d4726$1@news.povray.org...
> What's a good way to make a wicker basket model, using what's available in
> base plus MegaPOV?
>
> --John
You could try splines - I've posted some code in text.scene-files as an
example.
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Chris Colefax posted a scene in p.b.i on 23 Oct 2000 that used his spline
include file to create a wicker basket. You might want to take a look at
that, the title is "Basket-weaving (fun with spline objects)". You can find
Chris's include files at http://www.geocities.com/SiliconValley/Lakes/1434/
"John M. Dlugosz" wrote:
> What's a good way to make a wicker basket model, using what's available in
> base plus MegaPOV?
>
> --John
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Wasn't it John M. Dlugosz who wrote:
>What's a good way to make a wicker basket model, using what's available in
>base plus MegaPOV?
Here's something that almost works:-
Take the built in "mesh1" isosurface function and add it to a cylinder.
From some viewpoints, the result looks fairly convincing, and it's quite
quick.
To get it right, you really need to bend the mesh round the cylinder,
but I'm not sure how to do that.
#version unofficial MegaPov 0.6;
camera { location <0, 0, -5> look_at <0, 0, 0>}
light_source {<-100,200,-100> colour rgb 1}
// Function for cylinder radius 1.0
#declare Cyl =function{(x^2 + z^2 - 1.0^2)}
// Built in mesh1 function
#declare Mesh = function {"mesh1" <1,0.2,1,0.1,2>}
// Swap the z and y coordinates of the mesh to make it vertical
// and apply a threshold (cotrols the fatness of the weave)
#declare Mesh2 = function {(Mesh(x,z,y) - 0.08)}
// Scale the mesh by <1/5,1/5,1> and add 0.3 of it
// to the cylindrical surface
isosurface {
function (Cyl(x,y,z)
+ Mesh2(5*x,5*y,z)*0.3)
method 2
eval
accuracy 0.001
contained_by{sphere{0,2}}
pigment {rgb <1,1,.6>}
}
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I'm thinking that the cross-section of the thing isn't round. Aren't there
features to extrude a 2-D defined shape in a complex curve?
"Gail Shaw" <gsh### [at] monotixcoza> wrote in message
news:3a5d4cbc@news.povray.org...
>
> John M. Dlugosz <joh### [at] dlugoszcom> wrote in message
> news:3a5d4726$1@news.povray.org...
> > What's a good way to make a wicker basket model, using what's available
in
> > base plus MegaPOV?
> >
>
>
> Sphere_sweeps should work quite well, however they tend to be slow
> to render.
>
> Gail
> --
> ********************************************************************
> * gsh### [at] monotixcoza * System.dat not found. *
> * http://www.rucus.ru.ac.za/~gail/ * Reformat hard drive Y)es O)k *
> ********************************************************************
> * If at first you don't succeed, call it version 1.0 *
> ********************************************************************
>
>
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Pretty close detail -- it is for a still-life that will fill most of the
frame. Can you post a link to your rendering?
"Ken" <tyl### [at] pacbellnet> wrote in message
news:3A5D5141.2164EDF4@pacbell.net...
>
>
> "John M. Dlugosz" wrote:
> >
> > What's a good way to make a wicker basket model, using what's available
in
> > base plus MegaPOV?
>
> I have had fairly good success in the past using cylinders and #while
> loops. It takes a creative approach but the results were satisfactory
> and did not take all that long to render. A lot of it depends of the
> level of detail needed and how close the object will be to the camera.
>
> --
> Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Thanks for the pointer! I'm interested in isosurfaces but have not jumped
in yet, due to lack of tutorials and examples.
Re bent in a sphere: Since I'm after a diamond-shaped basket, 4 flats should
be fine. I'm just worried I won't have enough control on the individual
twigs to get them lined up with the trip pieces, or enough variation between
pieces.
--John
"Mike Williams" <mik### [at] nospamplease> wrote in message
news:rVI### [at] econymdemoncouk...
> Wasn't it John M. Dlugosz who wrote:
>
> >What's a good way to make a wicker basket model, using what's available
in
> >base plus MegaPOV?
>
> Here's something that almost works:-
>
> Take the built in "mesh1" isosurface function and add it to a cylinder.
> From some viewpoints, the result looks fairly convincing, and it's quite
> quick.
>
> To get it right, you really need to bend the mesh round the cylinder,
> but I'm not sure how to do that.
>
>
>
> #version unofficial MegaPov 0.6;
>
> camera { location <0, 0, -5> look_at <0, 0, 0>}
>
> light_source {<-100,200,-100> colour rgb 1}
>
> // Function for cylinder radius 1.0
> #declare Cyl =function{(x^2 + z^2 - 1.0^2)}
>
> // Built in mesh1 function
> #declare Mesh = function {"mesh1" <1,0.2,1,0.1,2>}
>
> // Swap the z and y coordinates of the mesh to make it vertical
> // and apply a threshold (cotrols the fatness of the weave)
> #declare Mesh2 = function {(Mesh(x,z,y) - 0.08)}
>
> // Scale the mesh by <1/5,1/5,1> and add 0.3 of it
> // to the cylindrical surface
> isosurface {
> function (Cyl(x,y,z)
> + Mesh2(5*x,5*y,z)*0.3)
> method 2
> eval
> accuracy 0.001
> contained_by{sphere{0,2}}
> pigment {rgb <1,1,.6>}
> }
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That is beautiful! Thanks for the pointer. I'll follow up that thread on
p.b.i.
--John
"Kevin Wampler" <wam### [at] uarizonaedu> wrote in message
news:3A5DF712.A54A5731@u.arizona.edu...
> Chris Colefax posted a scene in p.b.i on 23 Oct 2000 that used his spline
> include file to create a wicker basket. You might want to take a look at
> that, the title is "Basket-weaving (fun with spline objects)". You can
find
> Chris's include files at
http://www.geocities.com/SiliconValley/Lakes/1434/
>
> "John M. Dlugosz" wrote:
>
> > What's a good way to make a wicker basket model, using what's available
in
> > base plus MegaPOV?
> >
> > --John
>
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