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From: Tim Nikias v2 0
Subject: A Worm
Date: 7 Sep 2003 18:36:50
Message: <3f5bb302@news.povray.org>
So, I've finally decided on a Long-Term Project for
the coming days and months (which will be done
on a "fun-basis", so other images and animations
may intervene... :-).

The main idea: A worm, trying to escape being used
as fish-bait. That's the initial concept, I'll now be
working on modelling and preparing the Worm for
animation and rendering.

I've had several ideas to model the worm: blobs, CSG,
isosurface (using blobs as basis) or mesh.

-Blobs do have some modelling issues (intersecting
spheres will blob...) so I've ruled them out.
-Isosurface: same as above with blob-approach,
aside of that: slow to trace.
-Mesh: Slow to parse in animations with sufficient
detail (I'm talking pure POV!)
So, CSG made it.

For now, I'm using some subsurface-scattering with
another "inner worm" which blocks light and transmit-
effects. Additionally: Light-groups, to use media with
a point-/spotlight, but calculate worm-shadows with
arealight. I'm still investigating if that'll work though.

Yet undecided is how to model the mouth, though he
won't talk, he needs to breathe. That has to be
conveyed somehow.

After all, this is just a first attempt, a rough draft, so to
speak. He'll "speak" with eyes and eyebrows, and grab
things with his tail.

If anyone has suggestions on how I could circumvent
subsurface with proper textures for similiar look
(which would also work with multiple lightsources),
I'd be happy to take them in. Perhaps I'll have to create
a texture for images where subsurface isn't really needed,
but I'll look into that a little later. Want some better
modelling attempts before I begin experimenting with
materials.

Regards,
Tim

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: no_lights (@) digitaltwilight.de



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From: Rick [Kitty5]
Subject: Re: A Worm
Date: 7 Sep 2003 19:08:13
Message: <3f5bba5d@news.povray.org>
Give it some limbs and a bump texture and you have a pepperami 'bit of an
animal' guy :)

-- 
Rick

Kitty5 NewMedia http://Kitty5.com
POV-Ray News & Resources http://Povray.co.uk
TEL : +44 (01270) 501101 - ICQ : 15776037

PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA


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From: Mark Weyer
Subject: Re: A Worm
Date: 8 Sep 2003 05:35:15
Message: <3F5C4E3A.9080200@informatik.uni-freiburg.de>
> I've had several ideas to model the worm: blobs, CSG,
> isosurface (using blobs as basis) or mesh.
> 
> -Blobs do have some modelling issues (intersecting
> spheres will blob...) so I've ruled them out.
> -Isosurface: same as above with blob-approach,
> aside of that: slow to trace.
> -Mesh: Slow to parse in animations with sufficient
> detail (I'm talking pure POV!)
> So, CSG made it.

How about sphere_sweep?

   Mark


-- 
merge{#local i=-11;#while(i<11)#local
i=i+.1;sphere{<i*(i*i*(.05-i*i*(4e-7*i*i+3e-4))-3)10*sin(i)30>.5}#end
pigment{rgbt 1}interior{media{emission x}}hollow}//  Mark Weyer


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From: Tim Nikias v2 0
Subject: Re: A Worm
Date: 8 Sep 2003 06:17:28
Message: <3f5c5738$1@news.povray.org>
Oh, right, totally forgot about that one!
I've experimented with it just after you
suggested that, and though I couldn't find
any increase in speed, the results are
the same, but the modelling should be
a little easier. Since I'm converting my
Bezier-Splines to Linear-Distance-Nodes,
it'll be of good use.
Now I've got to tackle how the mouth
will be made, and then I'll redesign the
Worm with better support for different
animation options (automatic setup of
face and neck, possibilities to cut certain
ends off to attach simulated tails etc).

Regards,
Tim

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: no_lights (@) digitaltwilight.de


> > I've had several ideas to model the worm: blobs, CSG,
> > isosurface (using blobs as basis) or mesh.
> >
> > -Blobs do have some modelling issues (intersecting
> > spheres will blob...) so I've ruled them out.
> > -Isosurface: same as above with blob-approach,
> > aside of that: slow to trace.
> > -Mesh: Slow to parse in animations with sufficient
> > detail (I'm talking pure POV!)
> > So, CSG made it.
>
> How about sphere_sweep?
>
>    Mark
>
>
> -- 
> merge{#local i=-11;#while(i<11)#local
> i=i+.1;sphere{<i*(i*i*(.05-i*i*(4e-7*i*i+3e-4))-3)10*sin(i)30>.5}#end
> pigment{rgbt 1}interior{media{emission x}}hollow}//  Mark Weyer
>


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From: Tim Nikias v2 0
Subject: Re: A Worm
Date: 8 Sep 2003 06:18:42
Message: <3f5c5782$1@news.povray.org>
He's supposed to be a Worm WITHOUT arms!
Worms normally don't have arms! :-)
And I'm thinking about bump-map, but I'm not
sure how and if sphere_sweeps can be UV-Mapped...

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: no_lights (@) digitaltwilight.de


> Give it some limbs and a bump texture and you have a pepperami 'bit of an
> animal' guy :)
>
> -- 
> Rick
>
> Kitty5 NewMedia http://Kitty5.com
> POV-Ray News & Resources http://Povray.co.uk
> TEL : +44 (01270) 501101 - ICQ : 15776037
>
> PGP Public Key
> http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
>
>


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From: Tim Nikias v2 0
Subject: A Worm - Update
Date: 15 Sep 2003 12:14:22
Message: <3f65e55e@news.povray.org>
For those interested:
Didn't have much time lately, so I couldn't
spend much of it on modelling the worm.

Anyways, this is what I've settled to:
The Mouth is made with a prism, cut from
the actual Head. I'll work some more on
it to get a rounded edge. I'm yet undecided
to "fill" the mouth-hole with flesh, or leave
it cartoon-like black. And I'm thinking about
a tongue.
The Eyes will be further enhanced with much
more flexible eyelids. The Worm doesn't talk,
so he needs some facial possibilities.
Also, I've decided not to model a thinner region
to simulate some sort of neck. Sphere_sweeps
don't do that to the degree I'd like without using
tons of nodes, and thus getting awfully slow
to render.

I'm yet unsure of the material, but subsurface is
definitely ruled out.

Suggestions, comments?

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: no_lights (@) digitaltwilight.de



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From: Skip Talbot
Subject: Re: A Worm - Update
Date: 15 Sep 2003 17:22:06
Message: <3f662d7e$1@news.povray.org>
He's looking real good, Tim.  I like the color much more then the original.
As far as the mouth is concerned, I think it would do much for the model if
he had a filled mouth and maybe even lips.  It would give him a three
dimensional richness rather than a more conventional 2D cartoon.

Skip


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From: Tim Nikias v2 0
Subject: Re: A Worm - Update
Date: 15 Sep 2003 19:15:34
Message: <3f664816$1@news.povray.org>
Thanks for the comment!

Yeah, I'll probably work on doing the inside of
the mouth + tongue, even if he's a non-speaking
entity.
Aside of that, modelling the lips will be a little
painful. Aside of just rounding the edge off with
some spheres and cylinders, doing something
which slightly tips outward will involve some
amount of parsing for a mesh. Needless to say
that I'm not objecting to using my own MMM
once again. I just hope I can retain a certain
flexibility with an animatable mouth and lips.

As for the inside, that'll be difficult as well. I'll
have to experiment, but I'm a fan of that (when
in conjunction with using POV-Ray :-).

Aside of all that: anything that takes its time is
time well-spent. The model will gain from it,
no question, but it also gives me time to think
about the environment and the storyline he'll
find himself in...

Regards,
Tim

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: no_lights (@) digitaltwilight.de


> He's looking real good, Tim.  I like the color much more then the
original.
> As far as the mouth is concerned, I think it would do much for the model
if
> he had a filled mouth and maybe even lips.  It would give him a three
> dimensional richness rather than a more conventional 2D cartoon.
>
> Skip
>
>


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From: Tim Nikias v2 0
Subject: Re: A Worm - Update 2
Date: 16 Sep 2003 07:58:20
Message: <3f66fadc@news.povray.org>
Now the mouth has an inside (tongue is
coming next) and the lips are rounded
off.
They don't protrude from the cylindrical
face, because it's quiet difficult to attach
a mesh properly onto the cylindrical
hull without it being too obvious, and
juggling the lips in tight corners (so that
they don't intersect themselves) would
be mighty difficult.
If anyone has any suggestion on how I
could achieve that within POV and
without immense parsing times, I'd
be happy to hear it.

Regards,
Tim

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: no_lights (@) digitaltwilight.de



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From: John VanSickle
Subject: Re: A Worm - Update
Date: 16 Sep 2003 16:29:37
Message: <3F6772B0.DF42A0C8@hotmail.com>
Tim Nikias v2.0 wrote:
> 
> For those interested:
> Didn't have much time lately, so I couldn't
> spend much of it on modelling the worm.

Looks very Veggietalish.  Which is not a bad thing.


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