POV-Ray : Newsgroups : povray.binaries.images : Car WIP 4 Server Time
10 Oct 2026 11:19:33 EDT (-0400)
  Car WIP 4 (Message 1 to 15 of 15)  
From: Nekar Xenos
Subject: Car WIP 4
Date: 1 Oct 2001 05:19:49
Message: <3bb83535@news.povray.org>
Fixed the mirror. The mystery CSG that kept me busy for hours on end, trying to
find where it came from was actually just the inner part of the wheel well
reflecting the tyre and outside! Fixed it by changing the colour to a matt
black. The blue texture is getting better, but it's still not exactly what I
want. Still got to do the panels and doors I've been promising. I think I'll use
negative blobs, so that the edges won't be too sharp. And then there's the
interior...

Does anyone have any suggestions on how to do the number-plate?

I find myself only seeing certain mistakes when I do the large final renders. I
wish there was a way to do real-time modelling renders. I've tried +q1 with
simple textures but it's still very slow. Any ideas?

--
- Nekar


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Attachments:
Download 'Car 3-5.jpg' (91 KB)

Preview of image 'Car 3-5.jpg'
Car 3-5.jpg


 

From: Nekar Xenos
Subject: Re: Car WIP 4
Date: 1 Oct 2001 05:34:29
Message: <3bb838a5@news.povray.org>
This is the color I'm trying to get on my car.

- Nekar


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Attachments:
Download 'Blue Vector.jpg' (63 KB)

Preview of image 'Blue Vector.jpg'
Blue Vector.jpg


 

From: Christoph Hormann
Subject: Re: Car WIP 4
Date: 1 Oct 2001 06:12:43
Message: <3BB84252.A4A379F5@gmx.de>
Nekar Xenos wrote:
> 
> This is the color I'm trying to get on my car.
> 

Apart from a different color you will also need some environment for the
reflections.  Adding an image map around (with no_image) is a convenient
way for this (although some real environment would not hurt either.

Nice work so far BTW.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Nekar Xenos
Subject: Re: Car WIP 4
Date: 1 Oct 2001 07:37:32
Message: <3bb8557c@news.povray.org>
"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:3BB84252.A4A379F5@gmx.de...
>

> Nice work so far BTW.
>

Thank you.

Regards

- Nekar


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From: Dan Dombrowsky
Subject: Re: Car WIP 4
Date: 1 Oct 2001 10:13:13
Message: <3bb879f9@news.povray.org>
Nice Work!

I think the easiest way for a license plate may be a heightfield. *looks
through links* I think someone has a tutorial about making flat-type objects
with hfs. Hmmm...

--
Dan D.


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From: Nekar Xenos
Subject: Re: Car WIP 4
Date: 1 Oct 2001 10:36:10
Message: <3bb87f5a@news.povray.org>
"Dan Dombrowsky" <ddo### [at] vtedu> wrote in message
news:3bb879f9@news.povray.org...
> Nice Work!
>
> I think the easiest way for a license plate may be a heightfield. *looks
> through links* I think someone has a tutorial about making flat-type objects
> with hfs. Hmmm...
>
Thanks. After trying to do a guitar with a violin shaped bulge via a heightfield
and not liking the results(reflection looks bad), I try to stay away from height
fields. But then again it would probably work for a number-plate as it's not the
most important part of a car(design-wise)....

Thanks

- Nekar


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From: Batronyx
Subject: Re: Car WIP 4
Date: 2 Oct 2001 01:09:16
Message: <3bb94bfc@news.povray.org>
"Nekar Xenos" <j-p### [at] citywalkcoza> wrote in message
news:3bb87f5a@news.povray.org...
>
> "Dan Dombrowsky" <ddo### [at] vtedu> wrote in message
> news:3bb879f9@news.povray.org...
> > Nice Work!
> >
> > I think the easiest way for a license plate may be a heightfield. *looks
> > through links* I think someone has a tutorial about making flat-type objects
> > with hfs. Hmmm...
> >
> Thanks. After trying to do a guitar with a violin shaped bulge via a
heightfield
> and not liking the results(reflection looks bad), I try to stay away from
height
> fields. But then again it would probably work for a number-plate as it's not
the
> most important part of a car(design-wise)....
>

Given it's lack of importance, and the fact you'll not likely have a close-up
shot of it, then you might be able to use a thin slice of a superellipsoid cube
(for round corners) and use the image you might make for a height-field as a
bump-map instead.

Batronyx ^"^


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From: Nekar Xenos
Subject: Re: Car WIP 4
Date: 2 Oct 2001 01:37:22
Message: <3bb95292@news.povray.org>
"Batronyx" <bat### [at] cadronhsacom> wrote in message
news:3bb94bfc@news.povray.org...
>
> "Nekar Xenos" <j-p### [at] citywalkcoza> wrote in message
> news:3bb87f5a@news.povray.org...
> >
> > "Dan Dombrowsky" <ddo### [at] vtedu> wrote in message
> > news:3bb879f9@news.povray.org...
> > > Nice Work!
> > >
> > > I think the easiest way for a license plate may be a heightfield. *looks
> > > through links* I think someone has a tutorial about making flat-type
objects
> > > with hfs. Hmmm...
> > >
> > Thanks. After trying to do a guitar with a violin shaped bulge via a
> heightfield
> > and not liking the results(reflection looks bad), I try to stay away from
> height
> > fields. But then again it would probably work for a number-plate as it's not
> the
> > most important part of a car(design-wise)....
> >
>
> Given it's lack of importance, and the fact you'll not likely have a close-up
> shot of it, then you might be able to use a thin slice of a superellipsoid
cube
> (for round corners) and use the image you might make for a height-field as a
> bump-map instead.
>
Sounds good to me. Thanks.

- Nekar


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From: JRG
Subject: Re: Car WIP 4
Date: 2 Oct 2001 17:41:35
Message: <3bba348f@news.povray.org>
To me, a heightfield is the best choise here. Have you ever seen what some
people (Jaime Vives Piqueres) can do with heightfields? They're fast,
efficient and, why not, quite precise. I'm quite sure one could make a whole
scene just with heightfields!

--
Jonathan.

"Nekar Xenos" <j-p### [at] citywalkcoza> ha scritto nel messaggio
news:3bb87f5a@news.povray.org...
>
> "Dan Dombrowsky" <ddo### [at] vtedu> wrote in message
> news:3bb879f9@news.povray.org...
> > Nice Work!
> >
> > I think the easiest way for a license plate may be a heightfield. *looks
> > through links* I think someone has a tutorial about making flat-type
objects
> > with hfs. Hmmm...
> >
> Thanks. After trying to do a guitar with a violin shaped bulge via a
heightfield
> and not liking the results(reflection looks bad), I try to stay away from
height
> fields. But then again it would probably work for a number-plate as it's
not the
> most important part of a car(design-wise)....
>
> Thanks
>
> - Nekar
>
>


Post a reply to this message

From: Nekar Xenos
Subject: Re: Car WIP 4
Date: 3 Oct 2001 01:48:46
Message: <3bbaa6be@news.povray.org>
"JRG" <jrg### [at] hotmailcom> wrote in message news:3bba348f@news.povray.org...
> To me, a heightfield is the best choise here. Have you ever seen what some
> people (Jaime Vives Piqueres) can do with heightfields? They're fast,
> efficient and, why not, quite precise. I'm quite sure one could make a whole
> scene just with heightfields!
>
Well, it maybe fine for the number-plates. In the past I've tried doing shiny
round objects with heightfields, but it had a course matt finish, even with
hi-res bitmaps and the best settings to my knowledge. Maybe you can tell me how
to do smooth round objects with heightfields? I remember the first thing I
thought of when I heard of height-fields was doing a face.

- Nekar


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From: Massimiliano Cirri
Subject: Re: Car WIP 4
Date: 3 Oct 2001 13:29:50
Message: <3bbb4b0e$1@news.povray.org>
Hi, I'm an old Pov-Ray user, once I was used to read regularly this
newsgroup but now I'm somehow a newbe.
So, what does 'WIP' mean? I wasn't able to find it.

Thank you, Massimiliano.


"Nekar Xenos" <j-p### [at] citywalkcoza> ha scritto nel messaggio
news:3bb83535@news.povray.org...
> Fixed the mirror. The mystery CSG that kept me busy for hours on end,
trying to
> find where it came from was actually just the inner part of the wheel well
> reflecting the tyre and outside! Fixed it by changing the colour to a matt
> black. The blue texture is getting better, but it's still not exactly what
I
> want. Still got to do the panels and doors I've been promising. I think
I'll use
> negative blobs, so that the edges won't be too sharp. And then there's the
> interior...
>
> Does anyone have any suggestions on how to do the number-plate?
>
> I find myself only seeing certain mistakes when I do the large final
renders. I
> wish there was a way to do real-time modelling renders. I've tried +q1
with
> simple textures but it's still very slow. Any ideas?
>
> --
> - Nekar
>
>
>


Post a reply to this message

From: JRG
Subject: Re: Car WIP 4
Date: 3 Oct 2001 14:09:16
Message: <3bbb544c@news.povray.org>
Work In Progress. It's nice to see a fellow from my country, city,
University in this newsgroup!

Cheers,
--
Jonathan.



"Massimiliano Cirri" <m.c### [at] ingunifiit> ha scritto nel messaggio
news:3bbb4b0e$1@news.povray.org...
> Hi, I'm an old Pov-Ray user, once I was used to read regularly this
> newsgroup but now I'm somehow a newbe.
> So, what does 'WIP' mean? I wasn't able to find it.
>
> Thank you, Massimiliano.
>
>
> "Nekar Xenos" <j-p### [at] citywalkcoza> ha scritto nel messaggio
> news:3bb83535@news.povray.org...
> > Fixed the mirror. The mystery CSG that kept me busy for hours on end,
> trying to
> > find where it came from was actually just the inner part of the wheel
well
> > reflecting the tyre and outside! Fixed it by changing the colour to a
matt
> > black. The blue texture is getting better, but it's still not exactly
what
> I
> > want. Still got to do the panels and doors I've been promising. I think
> I'll use
> > negative blobs, so that the edges won't be too sharp. And then there's
the
> > interior...
> >
> > Does anyone have any suggestions on how to do the number-plate?
> >
> > I find myself only seeing certain mistakes when I do the large final
> renders. I
> > wish there was a way to do real-time modelling renders. I've tried +q1
> with
> > simple textures but it's still very slow. Any ideas?
> >
> > --
> > - Nekar
> >
> >
> >
>
>


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From: JRG
Subject: Re: Car WIP 4
Date: 3 Oct 2001 14:25:40
Message: <3bbb5824$1@news.povray.org>
Blurring the h-f image in your favourite image-processing package should
help you here. The quality much depends on its resolution. And don't forget
*smooth on* in the h-f block!

--
Jonathan.

"Nekar Xenos" <j-p### [at] citywalkcoza> ha scritto nel messaggio
news:3bbaa6be@news.povray.org...
>
> "JRG" <jrg### [at] hotmailcom> wrote in message
news:3bba348f@news.povray.org...
> > To me, a heightfield is the best choise here. Have you ever seen what
some
> > people (Jaime Vives Piqueres) can do with heightfields? They're fast,
> > efficient and, why not, quite precise. I'm quite sure one could make a
whole
> > scene just with heightfields!
> >
> Well, it maybe fine for the number-plates. In the past I've tried doing
shiny
> round objects with heightfields, but it had a course matt finish, even
with
> hi-res bitmaps and the best settings to my knowledge. Maybe you can tell
me how
> to do smooth round objects with heightfields? I remember the first thing I
> thought of when I heard of height-fields was doing a face.
>
> - Nekar
>
>
>
>


Post a reply to this message

From: Nekar Xenos
Subject: Re: Car WIP 4
Date: 4 Oct 2001 02:07:42
Message: <3bbbfcae@news.povray.org>
"JRG" <jrg### [at] hotmailcom> wrote in message news:3bbb5824$1@news.povray.org...
> Blurring the h-f image in your favourite image-processing package should
> help you here. The quality much depends on its resolution. And don't forget
> *smooth on* in the h-f block!
>
That's just it. I a very high res image and I used smooth on. It just doesn't
seem to work correctly with reflections. Maybe I should try the guitar again in
3.5...

I think I'll just use CSG for the number-plates. I want to be able to specify
different number-plates for different cars without having to make a new image in
another application each time. We have flat number-plates here in South Africa
now, so it'll be SA number-plates...

- Nekar


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From: Massimiliano Cirri
Subject: Re: Car WIP 4
Date: 4 Oct 2001 03:42:25
Message: <3bbc12e1$1@news.povray.org>
Thank you very much, sometime we should meet and discuss about PovRay.

bye.

"JRG" <jrg### [at] hotmailcom> ha scritto nel messaggio
news:3bbb544c@news.povray.org...
> Work In Progress. It's nice to see a fellow from my country, city,
> University in this newsgroup!
>
> Cheers,
> --
> Jonathan.
>
>
>
> "Massimiliano Cirri" <m.c### [at] ingunifiit> ha scritto nel messaggio
> news:3bbb4b0e$1@news.povray.org...
> > Hi, I'm an old Pov-Ray user, once I was used to read regularly this
> > newsgroup but now I'm somehow a newbe.
> > So, what does 'WIP' mean? I wasn't able to find it.
> >
> > Thank you, Massimiliano.
> >
> >
> > "Nekar Xenos" <j-p### [at] citywalkcoza> ha scritto nel messaggio
> > news:3bb83535@news.povray.org...
> > > Fixed the mirror. The mystery CSG that kept me busy for hours on end,
> > trying to
> > > find where it came from was actually just the inner part of the wheel
> well
> > > reflecting the tyre and outside! Fixed it by changing the colour to a
> matt
> > > black. The blue texture is getting better, but it's still not exactly
> what
> > I
> > > want. Still got to do the panels and doors I've been promising. I
think
> > I'll use
> > > negative blobs, so that the edges won't be too sharp. And then there's
> the
> > > interior...
> > >
> > > Does anyone have any suggestions on how to do the number-plate?
> > >
> > > I find myself only seeing certain mistakes when I do the large final
> > renders. I
> > > wish there was a way to do real-time modelling renders. I've tried +q1
> > with
> > > simple textures but it's still very slow. Any ideas?
> > >
> > > --
> > > - Nekar
> > >
> > >
> > >
> >
> >
>
>


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