POV-Ray : Newsgroups : povray.binaries.images : Robot arm Server Time
14 Aug 2024 11:26:08 EDT (-0400)
  Robot arm (Message 1 to 8 of 8)  
From: Chris Johnson
Subject: Robot arm
Date: 3 Nov 2002 05:57:54
Message: <3dc50132@news.povray.org>
This is something I did a while ago - not a great render I'm afraid. A
higher resolution jpg and an animation are available at.

http://www.chris-j.co.uk/arm/arm.jpg
and
http://www.chris-j.co.uk/arm/arm.mpg

The animation is done with inverse kinematics. Perhaps the most interesing
part is my flexible pipes macro (soon to be posted in the advanced-users
group) which creates a curved pipe of a specified length between two end
points. This is especially useful in animation, where I've found pipes can
seem to stretch and move in unconvincing ways.

The rust texture isn't very good - does anyone know of a better one?

-Chris Johnson


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From: Zeger Knaepen
Subject: Re: Robot arm
Date: 3 Nov 2002 08:39:20
Message: <3dc52708$1@news.povray.org>
"Chris Johnson" <chr### [at] chris-jcouk> schreef in bericht
news:3dc50132@news.povray.org...
> This is something I did a while ago - not a great render I'm afraid.
Exsqueeze me??? Baking powder???
Not a great render???

Man, you're insulting my renders! :)

cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x)               // ZK http://www.povplace.be.tf


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From: Martin Magnusson
Subject: Re: Robot arm
Date: 3 Nov 2002 09:58:54
Message: <3DC539AE.6090709@frustratedhousewives.zzn.com>
Chris Johnson wrote:
> The rust texture isn't very good - does anyone know of a better one?

I like the rust texture, but if you want something else you can try 
this. (I included an example scene with source, too)


#declare MaskSubTex_1 =
texture{
   pigment{
     rgb 1 //.1
   }
   finish{
     metallic
     diffuse .7
     specular .5
     roughness .001
     reflection .17
     brilliance 4.8
   }
   normal{MaskNormal}
}

#declare MaskSubTex_2 =
texture{
   pigment{
     rgb <.95*1, 1, .95>//*.91
   }
   finish{
     metallic
     diffuse .5
     specular (.1 + .5) / 2
     roughness (.1 + .001) / 2
     reflection .06
     brilliance (2.8 + 4.8) / 2
   }
   normal{MaskNormal}
}


#declare MaskTex_1 =          //Metal
texture{
   dents
   scale 1.45
   turbulence .6
   texture_map{
     [0.0 MaskSubTex_1 scale 1]
     //[0.05 MaskSubTex_1]
     [0.85 MaskSubTex_2 scale 1]
     [1 MaskSubTex_2 scale 1]
   }
}

#declare MaskTex_2 =    //Rust
texture{
   pigment{
     bozo
     color_map{
       [0 rgb <1, .9, .8>/1.05/1.2]
       [1 rgb <1, .85, .8>/1.25/1.3]
     }
     scale .25
   }
   finish{
     metallic
     specular .1-.05
     roughness .006
     //reflection .02
     brilliance 4
   }
   normal{
     bumps -.3
     scale <.02, .04, .04>
   }
}


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From: Martin Magnusson
Subject: Re: Robot arm
Date: 3 Nov 2002 10:06:45
Message: <3DC53B88.6000307@frustratedhousewives.zzn.com>
Oh, and one thing that I think is rather important to make rust look 
good is the placement. YOu might want to try a material_map so that you 
have full control over where the rust patches are.

/ martin


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From: Dave Blandston
Subject: Re: Robot arm
Date: 3 Nov 2002 14:04:53
Message: <3dc57355@news.povray.org>
"Chris Johnson" <chr### [at] chris-jcouk> wrote in message
news:3dc50132@news.povray.org...
> The rust texture isn't very good - does anyone know of a better one?

Here's a great rust texture that Xplo Aristotle posted a long time ago. It
renders pretty slowly but it looks realistic. The texture you're using now
looks fine to me, by the way...

-----------------------------------------------------
file://Iron, Rust, and RustyIron by Xplo Aristotle
#local Iron = texture {
   pigment {color rgb .25}
   normal {granite .3 scale .2}
   finish {roughness .01 specular .5 reflection .05 diffuse .8}
} file://texture

#local Rust = texture {
   pigment {
      granite
      color_map {
         [0.0 rgb <0.809995, 0.299123, 0.113405> * .8]
         [0.4 rgb <0.209995, 0.096941, 0.031510> * 1.2]
         [0.6 rgb <0.209995, 0.096941, 0.031510> * 1.2]
         [1.0 rgb <0.569986, 0.052720, 0.005707> * .9]
      } file://color_map
      scale .5
      turbulence 1
   } file://pigment
   normal {wrinkles}
} file://texture

#local RustyIron = texture {
   bozo
   texture_map {
      [0 Rust]
      [.9 Iron]
      [1 Iron]
   } file://texture_map
   turbulence 1
   omega .3
   lambda 4
} file://texture
-----------------------------------------------------

-David


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From: Andreas Kreisig
Subject: Re: Robot arm
Date: 3 Nov 2002 14:40:26
Message: <3dc57baa@news.povray.org>
Zeger Knaepen wrote:

> "Chris Johnson" <chr### [at] chris-jcouk> schreef in bericht
> news:3dc50132@news.povray.org...
>> This is something I did a while ago - not a great render I'm afraid.
> Exsqueeze me??? Baking powder???
> Not a great render???

I like it, too. It looks fantastic!

Regards,
Andreas


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From: Florian Brucker
Subject: Re: Robot arm
Date: 3 Nov 2002 15:05:54
Message: <3dc581a2$1@news.povray.org>
hey all..

this is *fantastic*. i love it.
you got a really nice level of details, and your pipes are *wow*!

there are few realistic images which make it into my wallpaper-folder, but
this one is far too cool to miss..

keep up the good work,
florian


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From: Hugo
Subject: Re: Robot arm
Date: 4 Nov 2002 05:03:22
Message: <3dc645ea@news.povray.org>
Very nice design and details! You might want to try Anti-Alias without
jittering for the hence in the animation. To avoid flickering.

Regards,
Hugo


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