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Vintage top and speaker cabinet.
It still looks brand new and I have not tried
yet to create a more "aged" texture (as it
should be after having been used for many
years on many stages). So for the moment
I have simply applied a groooovy 70ies
texture to the back wall.
Maybe it looks a little like the showroom
of a musical equipment store in the early
70ies.
The only problem was that grille in front
of the four speakers where you can look
through the holes in the meshes. And it's
that grille that keeps rendering speed very
slow.
Any suggestions what to do with the amp?
-Ive
P.S.: Any musicians out there? Considering
this is the new amp standing about 1970 in
a music store - there are 3 things wrong with
the model. Found them?
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Download 'Marshall Top+Speaker.jpg' (83 KB)
Preview of image 'Marshall Top+Speaker.jpg'
![Marshall Top+Speaker.jpg](/povray.binaries.images/attachment/%3C3d5517f5%40news.povray.org%3E/Marshall%20Top%2BSpeaker.jpg?ttop=443840&toff=8900&preview=1)
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very nice, how'd you end up doing the cloth weave over the speaker?
geometry or some cheating? If it's a texture cheat it's remarkably
good!
-p
--
Modeling slave:
"Ballet pour ma fille."
http://www.applesnake.net
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"dearmad" <dea### [at] applesnake net> schrieb im Newsbeitrag
news:3D5548FB.AC0F1D72@applesnake.net...
> very nice, how'd you end up doing the cloth weave over the speaker?
> geometry or some cheating? If it's a texture cheat it's remarkably
> good!
f_mesh1 in an isosurface?
Just a guess ....
Marc-Hendrik
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On Sat, 10 Aug 2002 15:40:28 +0200, Ive wrote:
> Vintage top and speaker cabinet.
>
I love the leather texture, and the wallpaper and floor tiles are perfect
in the way that they show the tastlessness of that particular age that we
have grown to love.
Nice work.
--
%HAV-A-NICEDAY email mailto:ste### [at] zeropps uklinux net
Steve web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
10:54pm up 44 days, 9:16, 1 user, load average: 1.12, 1.37, 1.46
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> I love the leather texture, and the wallpaper and floor tiles are perfect
> in the way that they show the tastlessness of that particular age that we
> have grown to love.
>
yep, I did smile all the time while typing the smashing colors for the
wall pigments into the editor. (I was inspired by Austin Powers!)
> Nice work.
>
thanxt.
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"dearmad" <dea### [at] applesnake net> wrote in message
news:3D5548FB.AC0F1D72@applesnake.net...
> very nice, how'd you end up doing the cloth weave over the speaker?
> geometry or some cheating? If it's a texture cheat it's remarkably
> good!
>
Well, I'm not sure what you mean with texture "cheat". There ARE 4 speakers
behind the grille and they are visible only through the meshes. But I did
not
create the cloth weave by using 200.000 torus differences. (Indeed I have
tried
this first but it was VERY slow and required so much memory.)
Soon I'll post a short tutorial to povray.text.tutorials to explain it.
so long
-Ive
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"Marc-Hendrik Bremer" <Mar### [at] t-online de> wrote in message
news:3d555956@news.povray.org...
>
> "dearmad" <dea### [at] applesnake net> schrieb im Newsbeitrag
> news:3D5548FB.AC0F1D72@applesnake.net...
> > very nice, how'd you end up doing the cloth weave over the speaker?
> > geometry or some cheating? If it's a texture cheat it's remarkably
> > good!
>
> f_mesh1 in an isosurface?
>
> Just a guess ....
>
> Marc-Hendrik
>
>
Nope.
(Indeed I still know nothing about isosurfaces
and have to learn about them first :-)
so long
-Ive
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"Ive" <ive### [at] lilysoft com> schrieb im Newsbeitrag
news:3d559848$1@news.povray.org...
>
> > f_mesh1 in an isosurface?
> >
> > Just a guess ....
> >
> > Marc-Hendrik
> >
> >
>
> Nope.
> (Indeed I still know nothing about isosurfaces
> and have to learn about them first :-)
>
> so long
> -Ive
Try it - it's very simple!
Some mesh is created this way:
#include "functions.inc"
isosurface {
function { f_mesh1(x,y,z,0.05,0.02,1,0.01,1) )
}
contained_by { box {-1,1 } // container shape (way to big in the
y-direction - too lazy to type more)
threshold 0.02
pigment {rgb 0.5}
}
You'll have to adjust those 5 parameters, as I copied them out of one of my
scenes (definitely no speaker grid). And you would have code that fold
somehow (should be not to hard by substituting the y and z parameters by
some math.
Not that I'm saying isosurfaces are the answer to everything - your grid
looks very good the way it is. But there are many people who seem to fear
isosurfaces as something complicated.
Regards,
Marc-Hendrik
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"Ive" <ive### [at] lilysoft com> wrote in message
news:3d5596a6@news.povray.org...
[]
> Well, I'm not sure what you mean with texture "cheat". There ARE 4
speakers
> behind the grille and they are visible only through the meshes. But
I did
> not
> create the cloth weave by using 200.000 torus differences. (Indeed I
have
> tried
> this first but it was VERY slow and required so much memory.)
> Soon I'll post a short tutorial to povray.text.tutorials to explain
it.
I like the leather effect and the way you have moved the piping around
the joints. I would be very happy if that was my pic. I can't find
what you think is wrong though.
Height fields are not so bad. They are faster than isosurfaces for me
and don't give you headaches with the maths ;-)
My pic was meant to be used as a base for a glass ornament but I
didn't like the way it appeared through the glass. I think it needed
around 10MB mem but render time was only around 5 mins.
Alf
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Attachments:
Download 'mat.jpg' (50 KB)
Preview of image 'mat.jpg'
![mat.jpg](/povray.binaries.images/attachment/%3C3d564d42%40news.povray.org%3E/mat.jpg?ttop=443840&toff=8900&preview=1)
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"Marc-Hendrik Bremer" <Mar### [at] t-online de> wrote in message
news:3d563657@news.povray.org...
>
>
> Try it - it's very simple!
>
> Some mesh is created this way:
>
> #include "functions.inc"
> isosurface {
> function { f_mesh1(x,y,z,0.05,0.02,1,0.01,1) )
> }
> contained_by { box {-1,1 } // container shape (way to big in the
> y-direction - too lazy to type more)
> threshold 0.02
> pigment {rgb 0.5}
> }
>
> You'll have to adjust those 5 parameters, as I copied them out of one of
my
> scenes (definitely no speaker grid). And you would have code that fold
> somehow (should be not to hard by substituting the y and z parameters by
> some math.
>
> Not that I'm saying isosurfaces are the answer to everything - your grid
> looks very good the way it is. But there are many people who seem to fear
> isosurfaces as something complicated.
>
> Regards,
>
> Marc-Hendrik
>
>
Thanks a lot for this short tutorial. This gave me the final kick to start
playing with isosurfaces.
so long
-Ive
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