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"Sebastian H." <seb### [at] web de> wrote in message
news:3d81caab@news.povray.org...
>
> Looks good, but Sir Charles may be right with the CSG bulb thing.
>
Yes, I know. I just did the csg bulb for this render. I will make a better
one...
> The lamps in our cellar look very simillar, but they have two parallel
> vertical "glass holders" (ok, actually our one's are made of plastics
;-) )
I discussed this with a friend and he said that there are two also. I will
change this.
/ Daniel Nilsson
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"Martin Magnusson" <mam### [at] student uu se> wrote in message
news:3D81A2F1.66E31F2D@student.uu.se...
> The wood is fine, IMO, but I think the glass should be less transparent.
> Maybe some sort of semi-opaque plastic, to make it more of a lampshade.
I also think that there is something missing with the glass but I think it
shouldn't have a smoth surface. I'm thinking about making sort of ridges.
I'll experiment a little...
/ Daniel Nilsson
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Do an http://images.google.com search for "bulkhead light" - you'll get some
great examples very similar to your own design...
"Daniel Nilsson" <dan### [at] daniel-nilsson com> wrote in message
news:3d812488@news.povray.org...
> Hi, this is my first post and first serious attempt to make a POV-scene.
It
> will be a complete sauna but i have only made a macro to make the walls
and
> the lamp so far.
> What do you think about the lamp?
> I'm not sure about the metall wires that holds the glass thing, should
there
> be two vertical instead of one? How many horisontal? I have no reference,
> I'm just modeling from memory.
>
> --
> Daniel Nilsson
>
>
>
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Sir Charles W. Shults III wrote:
> It looks great- except for one little thing. This bulb should be either a
> SOR or a blob to get rid of the abrupt CSG "sphere to cylinder" transition.
Sphere+Cone+torus(inverted and cut)+cylinder should lead to something
smoother (I don't like SOR :-)
--
Jul### [at] cnedra org
http://www.cnedra.org
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From: Sir Charles W Shults III
Subject: Re: WIP lamp for a sauna (92kb)
Date: 13 Sep 2002 13:51:46
Message: <3d8225b2@news.povray.org>
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Here is a fast little blob bases light bulb- it was a bug light, hence the
yellow color. This will give you an idea of how good it can look with almost no
effort. now if I could only find the original source code.
Cheers!
Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
Post a reply to this message
Attachments:
Download 'Ltbulb.jpg' (4 KB)
Preview of image 'Ltbulb.jpg'

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Sir Charles W. Shults III wrote:
> Here is a fast little blob bases light bulb- it was a bug light, hence the
> yellow color. This will give you an idea of how good it can look with almost no
> effort. now if I could only find the original source code.
And here's a CSG one, made like this:
#declare LightBulb=merge{
sphere { <0, 0, 0>, 3 }
cone { <0, 1.4553, 0>, 2.6234, <0, 2.8474, 0>, 1.8511 }
difference {
cylinder { <0, 2.8473, 0>, <0, 3.8176, 0>, 1.8511 }
torus {3.6, 2 translate <0, 3.8176, 0> }
}
cylinder { <0, 3.8176, 0>, <0, 4.6, 0>, 1.6 }
torus { 1.2, 0.4 translate <0, 4.6, 0> }
// Set ambient to 1 to "turn it on", and put a light source inside it
texture { pigment { White } finish { ambient 0.0 } }
no_shadow
}
/Ib
Post a reply to this message
Attachments:
Download 'testbulb.jpg' (5 KB)
Preview of image 'testbulb.jpg'

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From: Sir Charles W Shults III
Subject: Re: WIP lamp for a sauna (92kb)
Date: 14 Sep 2002 16:25:50
Message: <3d839b4e@news.povray.org>
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Yes, I use the cylinder/torus difference trick for other things as well.
Very useful. Check out the solder joints on some parts here- also done with the
cylinder/torus difference.
Cheers!
Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
Post a reply to this message
Attachments:
Download 'Parts4.jpg' (21 KB)
Preview of image 'Parts4.jpg'

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> Yes, I use the cylinder/torus difference trick for other things as well.
Well, where would we be without it. Couldn't do much neoclassical
architechture without it :)
It does have it's problems, however. If you combine it with an concave
shape like on the attached image (code below), the shading looks
strange. I don't know if it is a problem with pov's shading model, or I
just have wrong expectations to how a shape like this should look, but I
don't think it looks right.
/Ib
--- code start ---
camera {
location <0, 10, -100>
angle 30
look_at <0, 10, 0 >
}
light_source { <0, 500, -250>, colour White*2}
union {
sphere { <0, 10, 0>, 10 }
difference {
cylinder { <0, 0, 0>, <0, 10, 0>, 20 }
torus { 20, 10 translate <0, 10, 0> }
}
texture { pigment { Gray50 } finish { Phong_Shiny } }
}
--- code end ---
Post a reply to this message
Attachments:
Download 'testshading.jpg' (5 KB)
Preview of image 'testshading.jpg'

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Hey, you're right! Perhaps we could use a slightly different sized sphere-
like just a hair larger- and move it downward a bit to compensate so the
intersection is the proper size? It would be a real pain, but it could be
tried.
Cheers!
Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
Post a reply to this message
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Sir Charles W. Shults III wrote:
> Hey, you're right! Perhaps we could use a slightly different sized sphere-
> like just a hair larger- and move it downward a bit to compensate so the
> intersection is the proper size? It would be a real pain, but it could be
> tried.
It helps, but it takes more than a hair to get rid of the effect.
The attached image shows this variant:
union {
sphere { <0, 7.1645, 0>, 10.2 }
difference {
cylinder { <0, 0, 0>, <0, 8.5963, 0>, 20 }
torus { 20, 10 translate <0, 10, 0> }
}
texture { pigment { Gray50 } finish { Phong_Shiny } }
}
/ib
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Attachments:
Download 'testshade2.jpg' (5 KB)
Preview of image 'testshade2.jpg'

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