![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Jeremy M. Praay wrote:
> I love what you're doing. I will be very interested to see how this
> progresses.
>
> I really like the fact that you're taking the time to make this "real".
> Most of us would simply do the outside of the barn. You're actually
> building it piece by piece. When you're done, you'll have a model that will
> be perfect inside and out. That's very commendable, imho.
>
> Keep up the good work!
>
Thanks! I made some improvements over the weekend, but not enough to
warrant another post. After looking at a neighbor's (smaller but
similarly supported) barn, I decided that the trusses should be 12 feet
apart, rather than 16, and start closer to the barn face, so now there
are 7 trusses instead of 4, making it look much more substantial. Also
I noticed that the roof frame should extend 2 feet past the barn (for an
overhang), and that the center "point" (I can't remember its name)
should be only as wide as the haymow doors, and extend further out, to
protect the pulley assembly (again I forget the name) used to get the
hay into and out of the loft.
Anyway, I thought about trying to make just the outside, but my
observational skills are so poor, that usually someone comes by and says
"that barn (or whatever) couldn't even stand up the way you made it."
The nice thing about a barn is that, even when (if) it's completed,
you'll still be able to see all of the construction details (from the
inside). It's also interesting to see how far you can get with just one
primitive ("box.") I'm not sure if it's practical to go any further
with just boxes, since next come the lathes, and then the siding and
shingles, and that's a lot of boxes. I'm also toying with whether or
not to include the internal ventillation, although the engineering
aspects of that are really fascinating (how do you most efficiently
remove methane from the barn and put it out into the atmosphere, where
it belongs?)
Thanks for the interest and comments.
Dave Matthews
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Dan P wrote:
>
> The cows are clapping (have you ever seen cows clap? It's quite a sight!).
> Beeeoooooooootiful.
> You have a lot of patience to put together something this detailed.
>
LOL
Thanks!
Dave Matthews
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Heres a bit of shingles code for you, new and improoved!
#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>
}
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Thanks! That's very nice, very useable, and very understandable!
Dave Matthews
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
From: stephen parkinson
Subject: Re: Dairy Barn(Take 2) (88k and 118k)
Date: 29 Mar 2004 16:50:00
Message: <40689a08@news.povray.org>
|
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Dave Matthews wrote:
> Thanks! That's very nice, very useable, and very understandable!
>
> Dave Matthews
>
i must be rendering it incorrectly, it looked like chipboard
currently playing with a tutorial series wood_1..19.pov (its on other
box at moment, that i found semms to me, something is wrong with
rand(R)*360 on all of x,y,z for the rotate
istr something in docs about 5-10 degrees about x or z axes's, the
direction i think is really z (grain direction)
so i'm playing with different fading on some of the straighter grained
wood textures.
stephen
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
stephen parkinson wrote:
> Dave Matthews wrote:
>
>> Thanks! That's very nice, very useable, and very understandable!
>>
>> Dave Matthews
>>
>
> i must be rendering it incorrectly, it looked like chipboard....
>
Oops, I hadn't tried it yet, just read it, and it looked good. Now I
better try it and try to figure it out.
Dave Matthews
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Thanks, again. Now having rendered it, that's just what I'm looking
for. I'll need to play with the textures, thickness, etc. for my own
purposes, but this is a great start.
Dave Matthews
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
stephen parkinson wrote:
>i found semms to me, something is wrong with
> rand(R)*360 on all of x,y,z for the rotate
> istr something in docs about 5-10 degrees about x or z axes's, the
> direction i think is really z (grain direction)
> so i'm playing with different fading on some of the straighter grained
> wood textures.
>
> stephen
Now that I rendered it, I see what you mean; I'll want all my grain
going the same way, but, as you said, that's easy enough to adjust.
Usually to get a good grain, I remember that it goes along the z-axis,
and rotate no more than 10 degrees in the x-direction, and leave y
alone. But then, I'm a neophyte at wood; I mostly just use the
"woods.inc" textures.
Dave Matthews
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"stephen parkinson" <ste### [at] zmemw16 demon co uk> wrote in message
news:40689a08@news.povray.org...
> Dave Matthews wrote:
> > Thanks! That's very nice, very useable, and very understandable!
> >
> > Dave Matthews
> >
>
> i must be rendering it incorrectly, it looked like chipboard
OOooooohhhhhhh you cheeky monkey! I have to admit you might be right!
>
> currently playing with a tutorial series wood_1..19.pov (its on other
> box at moment, that i found semms to me, something is wrong with
> rand(R)*360 on all of x,y,z for the rotate
> istr something in docs about 5-10 degrees about x or z axes's, the
> direction i think is really z (grain direction)
> so i'm playing with different fading on some of the straighter grained
> wood textures.
>
> stephen
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Felbrigg nous apporta ses lumieres ainsi en ce 2004/03/30 04:03... :
>"stephen parkinson" <ste### [at] zmemw16 demon co uk> wrote in message
>news:40689a08@news.povray.org...
>
>
>>Dave Matthews wrote:
>>
>>
>>>Thanks! That's very nice, very useable, and very understandable!
>>>
>>>Dave Matthews
>>>
>>>
>>>
>>i must be rendering it incorrectly, it looked like chipboard
>>
>>
>
>OOooooohhhhhhh you cheeky monkey! I have to admit you might be right!
>
>
>
>
>>currently playing with a tutorial series wood_1..19.pov (its on other
>>box at moment, that i found semms to me, something is wrong with
>>rand(R)*360 on all of x,y,z for the rotate
>>istr something in docs about 5-10 degrees about x or z axes's, the
>>direction i think is really z (grain direction)
>>so i'm playing with different fading on some of the straighter grained
>>wood textures.
>>
>>stephen
>>
>>
>
>
>
>
I tried your shingles. As other said, reduce the rotations, in shingles,
the grain is mostly along the lenght of the pieces. ADD some tranlation
to the pattern as all shingles come from different parts of the
originals wood pieces.
My test with rotations under 5 degre and random displacements gives good
results.
Alain
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |