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Oh, sorry. Beautiful work, by the way. I love old barns! I'll be very
interested to see this when it's done. Hopefully, your projects don't take
several months like mine seem to...
--
Jeremy
www.beantoad.com
"Jeremy M. Praay" <jer### [at] questsoftware com> wrote in message
news:4064785e$1@news.povray.org...
> I'm trying to do shingles for my old school (www.beantoad.com/wips.htm),
but
> I've had limited success, and I'm currently re-thinking the entire way
that
> I'm going about doing them.
>
> If you come up with something for cedar shingles, I hope you'll share...
> :-)
>
> --
> Jeremy
> www.beantoad.com
>
>
> "Dave Matthews" <dma### [at] nospam net> wrote in message
> news:40621316@news.povray.org...
> > At the county library, I found building plans for a c. 1917 dairy barn.
> > The details of the framing are pretty good, but the rest is lacking
> > (in the plans), so I'm going to have to do some research in the area.
> > Luckily, we have hundreds of barns around here.
> >
> > To get all of the boards different, I had to use #macros for the
> > repeated elements, and fetch the boards from random locations out in
> > "wood space," rather than to use objects. Is this the usual method, or
> > is there a better one?
> >
> > Also, when I'm ready for it, does anyone have tips on shingles? (The
> > usual variety here at the time were cedar shakes, which are highly
> > variable in length and width, so any kind of a regular pattern looks a
> > bit artificial.)
> >
> > Dave Matthews
> >
>
>
> --------------------------------------------------------------------------
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>
>
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> ----
>
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>
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Heres some Shingles Code! (Me Shingles 'aint 'arf painful guv'. :-)
#include "colors.inc"
#include "textures.inc"
#include "functions.inc"
#include "shapes.inc"
#include "woods.inc"
camera { location <10,0,-40> look_at <10,0,0> }
background { Blue }
light_source { <900, 560, -500> color White }
light_source { <-900, -560, -500> color White }
light_source { <900, 560, 500> color White }
light_source { <-900, -560, 500> color White }
#declare rStream = seed(0);
#macro
RowOfShingles(heightOfShingle,widthOfShingle,depthOfShingle,lengthOfRow,theT
exture)
#declare currentLength = 0;
#declare gapBetweenShingles = 0.1;
union {
#while(currentLength < lengthOfRow)
#declare thisShingleWidth = widthOfShingle +
(rand(rStream)*(widthOfShingle/2));
box {
<currentLength,0,0>,
<currentLength+thisShingleWidth,heightOfShingle
+rand(rStream),depthOfShingle>
texture {
theTexture
rotate
<rand(rStream)*360,rand(rStream)*360,rand(rStream)*360>
}
}
#declare currentLength = currentLength +
thisShingleWidth + gapBetweenShingles;
#end
}
#end
#macro
Rows(heightOfShingle,widthOfShingle,depthOfShingle,lengthOfRow,theTexture,Ro
wCount)
#declare myCount = 0;
union {
#while(myCount <= RowCount )
object {
RowOfShingles(3,2,0.5,40,theTexture)
translate
<0,(heightOfShingle/2)*myCount,(depthOfShingle*myCount)*-1>
}
#declare myCount = myCount + 1;
#end
}
#end
#declare myShingles = texture { pigment { P_WoodGrain1A color_map {
M_Wood9A } scale 4} };
object {
Rows(3,2,0.5,60,myShingles,12)
rotate <200,0,0>
translate <-10,20,0>
}
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