POV-Ray : Newsgroups : povray.binaries.images : Sixshot WIP (~140 KB) Server Time
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From: Christoph Hormann
Subject: Re: Sixshot WIP (~140 KB)
Date: 5 Sep 2004 15:50:02
Message: <chfqj5$92l$1@chho.imagico.de>
JRG wrote:
> I haven't touched POV-Ray for... hmm... 18 months? Nothing really fancy 
> here, just a test on modelling. I know it's an awful render... but I got 
> really rusty at this kind of things. If I have some free time left I'll 
> try and finish this thing, with textures and a proper scene.

Welcome back!

Nice modeling work and as usual good lighting.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 06 Jul. 2004 _____./\/^>_*_<^\/\.______


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From: JRG
Subject: Re: Sixshot WIP (~140 KB)
Date: 5 Sep 2004 15:51:59
Message: <413b6e5f@news.povray.org>
Hugo Asm wrote:

>>this is a toy, from the transformers collection, ever heard of it?
> 
> 
> Ahaaa. No, I never heard of it until now. But that doesn't make your
> accomplishment any less. It's just a different kind of task to recreate
> something exactly. It's not easy, especially without blueprints.
> 
> You seem to have a talent for working with scripts and math. As I recall you
> can get far in no time. Have you been active in other 3d-graphical
> applications?

Actually it's pretty easy... sure, I have no blueprints... but, *cough*, 
I got the real thing! ;-)
This took almost a week, due to the fact I wanted rounded edges just 
everywhere... so... a simple thing like the robot's head could cause me 
several hours of headache:

//-----testa

#declare testa1 =
union {
   //----frontale superiore
   difference {
     mesh {
       #declare r2 = 0.02;
       #declare _h = 0.3;
       quad (-1.7/2*x, 1.7/2*x, 1.7/2*x-0.125*z, -1.7/2*x-0.125*z, y, 
0*x, y+x, /*h1 = 2.1; h2 = 1.05; d1 = 0.125; d2 = 1.05;*/ y+#declare _n 
= norm (-1.7/2*x-0.125*z, 1.7/2-0.125*z, -(2.1-1.05)*y-(1.05-0.125)*z); 
_n, y-x, r2)
       quad (<-1.7/2, 0, -0.125>, <1.7/2, 0, -0.125>, <1.5/2, #declare 
_y =-(2.1-1.05)*(0.5-0.125)/(1.05-0.125); _y, -0.5>, <-1.5/2, _y, -0.5>, 
_n, y+_n, _n+norm (<1.7/2, 0, -0.125>, <1.7/2, _y, -0.125>, <1.5/2, _y, 
-0.5>), 0*x, _n-norm (<-1.7/2, 0, -0.125>, <-1.7/2, _y, -0.125>, 
<-1.5/2, _y, -0.5>), r2)
       quad (<-1.5/2, _y, -0.5>, <1.5/2, _y, -0.5>, <0.2, -(2.1-1.05), 
-1.05>, <-0.2, -(2.1-1.05), -1.05>, _n, 0*x, _n+ norm (<1.5/2, _y, 
-0.5>, <1.5/2, _y-0.5, -0.5>, <0.2, -(2.1-1.05), -1.05>), _n+#declare 
_n2 = norm (<-0.2, -(2.1-1.05), -1.05>, <0, -(2.1-1.05), -1.05>, 
<-0.2-0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>); _n2, _n-norm 
(<-1.5/2, _y, -0.5>, <-1.5/2, _y-0.5, -0.5>, <-0.2, -(2.1-1.05), 
-1.05>), r2)
       quad (<-0.2, -(2.1-1.05), -1.05>, <0.2, -(2.1-1.05), -1.05>, 
<0.2+0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>, 
<-0.2-0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>, _n2, _n+_n2, 
_n2+norm (<1.5/2, _y, -0.5>, <1.5/2, _y-0.5, -0.5>, <0.2, -(2.1-1.05), 
-1.05>), _n2-norm (<0.2+0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, 
-1>, <-0.2-0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, 
-1>,(_y-0.5-_h)*y), _n2-norm (<-1.5/2, _y, -0.5>, <-1.5/2, _y-0.5, 
-0.5>, <-0.2, -(2.1-1.05), -1.05>), r2)
       quad (<-1.5/2, _y, -0.5>, <-0.2, -(2.1-1.05), -1.05>, 
<-0.2-0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>, <-1.5/2, _y-0.5, 
-0.5>, -norm (<-1.5/2, _y, -0.5>, <-1.5/2, _y-0.5, -0.5>, <-0.2, 
-(2.1-1.05), -1.05>), -norm (<-1.5/2, _y, -0.5>, <-1.5/2, _y-0.5, -0.5>, 
<-0.2, -(2.1-1.05), -1.05>)+_n, -norm (<-1.5/2, _y, -0.5>, <-1.5/2, 
_y-0.5, -0.5>, <-0.2, -(2.1-1.05), -1.05>)+_n2, -norm (<-1.5/2, _y, 
-0.5>, <-1.5/2, _y-0.5, -0.5>, <-0.2, -(2.1-1.05), -1.05>)+norm ( 
<-1.7/2, _y-0.5, -0.125>, <-1.5/2, _y-0.5, -0.5>, 
<-0.2-0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>), -norm (<-1.5/2, 
_y, -0.5>, <-1.5/2, _y-0.5, -0.5>, <-0.2, -(2.1-1.05), -1.05>) -norm 
(<-1.7/2, 0, -0.125>, <-1.7/2, _y, -0.125>, <-1.5/2, _y, -0.5>), r2)
       quad (<1.5/2, _y, -0.5>, <0.2, -(2.1-1.05), -1.05>, 
<0.2+0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>, <1.5/2, _y-0.5, 
-0.5>, norm (<1.5/2, _y, -0.5>, <1.5/2, _y-0.5, -0.5>, <0.2, 
-(2.1-1.05), -1.05>), norm (<1.5/2, _y, -0.5>, <1.5/2, _y-0.5, -0.5>, 
<0.2, -(2.1-1.05), -1.05>)+_n, norm (<1.5/2, _y, -0.5>, <1.5/2, _y-0.5, 
-0.5>, <0.2, -(2.1-1.05), -1.05>)+_n2, norm (<1.5/2, _y, -0.5>, <1.5/2, 
_y-0.5, -0.5>, <0.2, -(2.1-1.05), -1.05>)-norm ( <1.7/2, _y-0.5, 
-0.125>, <1.5/2, _y-0.5, -0.5>, <0.2+0.05/1.6*(1.5-0.2), 
-(2.1-0.9)+0.05/1.6*0.2, -1>), norm (<1.5/2, _y, -0.5>, <1.5/2, _y-0.5, 
-0.5>, <0.2, -(2.1-1.05), -1.05>) +norm (<1.7/2, 0, -0.125>, <1.7/2, _y, 
-0.125>, <1.5/2, _y, -0.5>), r2)
       quad (-1.7/2*x, -1.7/2*x-0.125*z, <-1.7/2, _y-0.5, -0.125>, 
<-1.7/2, _y-0.5, 0>, -x, -x+y, -x-norm (<-1.7/2, 0, -0.125>, <-1.7/2, 
_y, -0.125>, <-1.5/2, _y, -0.5>), 0*x, 0*x, r2)
       quad (1.7/2*x, 1.7/2*x-0.125*z, <1.7/2, _y-0.5, -0.125>, <1.7/2, 
_y-0.5, 0>, x, x+y, x+norm (<1.7/2, 0, -0.125>, <1.7/2, _y, -0.125>, 
<1.5/2, _y, -0.5>), 0*x, 0*x, r2)
       quad (-1.7/2*x-0.125*z, <-1.5/2, _y, -0.5>, <-1.5/2, _y-0.5, 
-0.5>, <-1.7/2, _y-0.5, -0.125>, -norm (<-1.7/2, 0, -0.125>, <-1.7/2, 
_y, -0.125>, <-1.5/2, _y, -0.5>), -norm (<-1.7/2, 0, -0.125>, <-1.7/2, 
_y, -0.125>, <-1.5/2, _y, -0.5>)+_n, -norm (<-1.7/2, 0, -0.125>, 
<-1.7/2, _y, -0.125>, <-1.5/2, _y, -0.5>) -norm (<-1.5/2, _y, -0.5>, 
<-1.5/2, _y-0.5, -0.5>, <-0.2, -(2.1-1.05), -1.05>), -norm (<-1.7/2, 0, 
-0.125>, <-1.7/2, _y, -0.125>, <-1.5/2, _y, -0.5>)+norm ( <-1.7/2, 
_y-0.5, -0.125>, <-1.5/2, _y-0.5, -0.5>, <-0.2-0.05/1.6*(1.5-0.2), 
-(2.1-0.9)+0.05/1.6*0.2, -1>), -norm (<-1.7/2, 0, -0.125>, <-1.7/2, _y, 
-0.125>, <-1.5/2, _y, -0.5>)-x, r2)
       quad (1.7/2*x-0.125*z, <1.5/2, _y, -0.5>, <1.5/2, _y-0.5, -0.5>, 
<1.7/2, _y-0.5, -0.125>, norm (<1.7/2, 0, -0.125>, <1.7/2, _y, -0.125>, 
<1.5/2, _y, -0.5>), norm (<1.7/2, 0, -0.125>, <1.7/2, _y, -0.125>, 
<1.5/2, _y, -0.5>)+_n, norm (<1.7/2, 0, -0.125>, <1.7/2, _y, -0.125>, 
<1.5/2, _y, -0.5>) +norm (<1.5/2, _y, -0.5>, <1.5/2, _y-0.5, -0.5>, 
<0.2, -(2.1-1.05), -1.05>), norm (<1.7/2, 0, -0.125>, <1.7/2, _y, 
-0.125>, <1.5/2, _y, -0.5>)-norm ( <1.7/2, _y-0.5, -0.125>, <1.5/2, 
_y-0.5, -0.5>, <0.2+0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>), 
norm (<1.7/2, 0, -0.125>, <1.7/2, _y, -0.125>, <1.5/2, _y, -0.5>)+x, r2)
       triangolo (<0.2+0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>, 
<-0.2-0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>,(_y-0.5-_h)*y, 
-norm (<0.2+0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>, 
<-0.2-0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>,(_y-0.5-_h)*y), 
0*x, 0*x, 0*x, r2)
       quad (<-1.7/2, _y-0.5, -0.125>, <-1.5/2, _y-0.5, -0.5>, 
<-0.2-0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>,(_y-0.5-_h)*y, 
norm ( <-1.7/2, _y-0.5, -0.125>, <-1.5/2, _y-0.5, -0.5>, 
<-0.2-0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>), norm ( <-1.7/2, 
_y-0.5, -0.125>, <-1.5/2, _y-0.5, -0.5>, <-0.2-0.05/1.6*(1.5-0.2), 
-(2.1-0.9)+0.05/1.6*0.2, -1>) -norm (<-1.7/2, 0, -0.125>, <-1.7/2, _y, 
-0.125>, <-1.5/2, _y, -0.5>),  norm ( <-1.7/2, _y-0.5, -0.125>, <-1.5/2, 
_y-0.5, -0.5>, <-0.2-0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, 
-1>)-norm (<-1.5/2, _y, -0.5>, <-1.5/2, _y-0.5, -0.5>, <-0.2, 
-(2.1-1.05), -1.05>), 0*x, 0*x, r2)
       triangolo (<-1.7/2, _y-0.5, 0>, <-1.7/2, _y-0.5, -0.125>, 
(_y-0.5-_h)*y, norm (<-1.7/2, _y-0.5, 0>, <-1.7/2, _y-0.5, -0.125>, 
(_y-0.5-_h)*y), 0*x, 0*x, 0*x, r2)
       quad (<1.7/2, _y-0.5, -0.125>, <1.5/2, _y-0.5, -0.5>, 
<0.2+0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>,(_y-0.5-_h)*y, 
-norm ( <1.7/2, _y-0.5, -0.125>, <1.5/2, _y-0.5, -0.5>, 
<0.2+0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, -1>), -norm ( <1.7/2, 
_y-0.5, -0.125>, <1.5/2, _y-0.5, -0.5>, <0.2+0.05/1.6*(1.5-0.2), 
-(2.1-0.9)+0.05/1.6*0.2, -1>) +norm (<1.7/2, 0, -0.125>, <1.7/2, _y, 
-0.125>, <1.5/2, _y, -0.5>),  -norm ( <1.7/2, _y-0.5, -0.125>, <1.5/2, 
_y-0.5, -0.5>, <0.2+0.05/1.6*(1.5-0.2), -(2.1-0.9)+0.05/1.6*0.2, 
-1>)+norm (<1.5/2, _y, -0.5>, <1.5/2, _y-0.5, -0.5>, <0.2, -(2.1-1.05), 
-1.05>), 0*x, 0*x, r2)
       triangolo (<1.7/2, _y-0.5, 0>, <1.7/2, _y-0.5, -0.125>, 
(_y-0.5-_h)*y, -norm (<1.7/2, _y-0.5, 0>, <1.7/2, _y-0.5, -0.125>, 
(_y-0.5-_h)*y), 0*x, 0*x, 0*x, r2)
       quad (-1.7/2*x, 1.7/2*x, <1.7/2, _y-0.5, 0>, <-1.7/2, _y-0.5, 0>, 
z, 0*x, 0*x, 0*x, 0*x, r2)
       triangolo (<-1.7/2, _y-0.5, 0>, <1.7/2, _y-0.5, 0>, 
(_y-0.5-_h)*y, z, 0*x, 0*x, 0*x, r2)
       inside_vector z
     }
     sphere {
       0, 1
       scale <1.7/2-0.2, 2.1-1.05-0.1, 1.5*10>
     }
   }
   //-------superiore
   intersection {
     union {
       box {
         <-1.5/2, -0.05, 0>, <1.5/2, -1, -.3>
       }
       intersection {
         cylinder {
           -1.5/2*x, 1.5/2*x, 1
         }
         plane {
           z, 0
         }
         plane {
           -y, -0.05
         }
         scale <1, 1, 0.65>
         translate <0, -1-0.05, -0.3>
       }
     }
     #declare _v = <.7, -1.05, 0.3>;
     #declare _r = 1.53;
     sphere {
       _v, _r
     }
     sphere {
       _v*<-1,1,1>, _r
     }
   }
   //-----elmo
   difference {
     #declare _r2 = 0.015;
     Round_Box_Union (<-0.25/2, -_r2, -_r2>, <0.25/2, 0.5+_r2, 0.5>, _r2)
     box {
       <-0.1, 0.15, -0.1>,<0.1, 0.45, 0.025>
     }
     #declare ang1 = -10;
     #declare _d = 0.95;
     #declare _h = 1;
     rotate ang1*x
     translate -_d*z-_h*y
   }
   object {
     Round_Box_Union (<-0.25/2, -_r2, -_r2>, <0.25/2, 0.7+_r2, 0.5>, _r2)
     #declare ang2 = 30;
     rotate ang2*x
     translate vrotate (0.5*y, ang1*x)+<0, -_h, -_d>
   }
   intersection {
     object {
       Round_Box_Union (<-0.25/2, _r2, -_r2>, <0.25/2, -0.5, 1>, _r2)
       translate vrotate (0.7*y, ang2*x)+vrotate (0.5*y, ang1*x)+<0, 
-_h, -_d>
     }
     plane {
       z, 0
     }
   }
   object {
     Round_Box_Union (<-0.1, _r2, -0.15>, <0.1, -0.5, 0.2>, _r2)
     translate vrotate (0.7*y, ang2*x)+vrotate (0.5*y, ang1*x)+<0, -_h, -_d>
   }
}

#declare testa2 =
union {
   isosurface {
     function {
       f_rounded_box (
       x, y, z,
       #declare r = 0.015; r,
       (0.15/2+z/0.6*0.15/2)*select (x, 1, 0) + 0.15/2,
       0.8 + 0.15*z/0.35 + (0.4-0.15*0.6/0.35)*(z+0.35)/.25*select (z + 
0.35, 1, 0),
       .6
       )
     }
     contained_by {
       box {
         <-0.15, 0, 0>, <0.15/2, 0.8, -0.6>
       }
     }
     max_gradient 5
     translate (0.15-1.7/2)*x
   }
   isosurface {
     function {
       f_rounded_box (
       x, y, z,
       r,
       (0.15/2+z/0.6*0.15/2)*select (x, 1, 0) + 0.15/2,
       0.8 + 0.15*z/0.35 + (0.4-0.15*0.6/0.35)*(z+0.35)/.25*select (z + 
0.35, 1, 0),
       .6
       )
     }
     contained_by {
       box {
         <-0.15, 0, 0>, <0.15/2, 0.8, -0.6>
       }
     }
     max_gradient 5
     scale <-1,1,1>
     translate -(0.15-1.7/2)*x
   }
   isosurface {
     function {
       f_rounded_box (
       x, y, z,
       r,
       .7,
       0.8 + 0.15*z/0.35,
       .35
       )
     }
     contained_by {
       box {
         <-0.7, 0, 0>, <0.7, 0.8, -0.35>
       }
     }
     max_gradient 5
   }
   intersection {
     #declare R = 2;
     #declare r = 0.015;
     #declare p1 = <-1.7/2+3/2*0.15, 0.65, -0.35>;
     #declare p2 = <0, 0.65, -.7>;
     #declare x1 = p1.x;
     #declare x2 = p2.x;
     #declare y1 = p1.z;
     #declare y2 = p2.z;
     #declare a = 1 + pow ((x1-x2)/(y1-y2), 2);
     #declare b = -2*x1 -(x1-x2)*(x1*x1-x2*x2+y1*y1-y2*y2)/pow(y1-y2, 2) 
+ 2*(x1-x2)/(y1-y2)*y1;
     #declare c = x1*x1 + y1*y1 + pow(x1*x1-x2*x2+y1*y1-y2*y2, 2)/4/pow 
(y1-y2, 2) - y1/(y1-y2)*(x1*x1-x2*x2+y1*y1-y2*y2) -
     R*R;
     #declare x0 = (-b + sqrt (b*b - 4*a*c))/(2*a);
     #declare y0 = 1/2/(y1-y2)*(x1*x1-x2*x2+y1*y1-y2*y2-2*(x1-x2)*x0);
     object {
       Round_Cylinder_Union (0*x, 0.5*y, R, r)
       translate <x0, 0, y0>
       translate -p2+0.15*y
       Shear_Trans (x, y-z/4, z)
       translate p2-0.15*y
     }
     plane {
       x, 0
     }
     plane {
       z, -0.3
     }
     translate 0.15*y
   }
   intersection {
     object {
       Round_Cylinder_Union (0*x, 0.5*y, R, r)
       translate <x0, 0, y0>
       translate -p2+0.15*y
       Shear_Trans (x, y-z/4, z)
       translate p2-0.15*y
     }
     plane {
       x, 0
     }
     plane {
       z, -0.3
     }
     translate 0.15*y
     scale <-1,1,1>
   }
   box {
     <-1.7/2, 0, -0.00000001>, <1.7/2, 0.6, 0.3>
     Shear_Trans (x, y, z+y/3)
     translate 0.2*y
   }
   //-----naso
   object {
     Round_Box_Union (<-0.15/2, -r, 0>, <0.15/2, 0.3+r, 0.3>, r)
     Shear_Trans (x, y+z/2, z)
     translate p2+0.035*z
   }
   //-------occhi
   polygon {
     4,
     <0,0>, <0, 0.5>, <-1, 0.5>, <-1, 0>
     rotate 43*y
     translate p2+0.15*z-0.05*x
     #if (USE_TEX) texture {plastica_rossa} #end
   }
   polygon {
     4,
     <0,0>, <0, 0.5>, <-1, 0.5>, <-1, 0>
     rotate 43*y
     translate p2+0.15*z-0.05*x
     scale <-1,1,1>
     #if (USE_TEX) texture {plastica_rossa} #end
   }
   //-----orecchie
   difference {
     union {
       cylinder {
         -1.7/2*x, 1.7/2*x, 0.35
       }
       cone {
         -1.7/2*x, 0.35, -(1.7/2+0.05)*x, 0.3
       }
       cone {
         1.7/2*x, 0.35, (1.7/2+0.05)*x, 0.3
       }
     }
     plane {
       -z, 0
     }
     cylinder {
       -(1.7/2+0.01)*x, -x, 0.05
       translate <0, 0.1, -0.2>
     }
     cylinder {
       -(1.7/2+0.01)*x, -x, 0.05
       translate <0, -0.1, -0.2>
     }
     cylinder {
       -(1.7/2+0.01)*x, -x, 0.05
       translate <0, 0.1, -0.2>
       scale <-1,1,1>
     }
     cylinder {
       -(1.7/2+0.01)*x, -x, 0.05
       translate <0, -0.1, -0.2>
       scale <-1,1,1>
     }
     box {
       <-1, -0.05, 0>, <-1.7/2-0.01001, 0.05, -0.2>
       translate <0, 0.1, -0.2>
     }
     box {
       <-1, -0.05, 0>, <-1.7/2-0.01001, 0.05, -0.2>
       translate <0, -0.1, -0.2>
     }
     box {
       <-1, -0.05, 0>, <-1.7/2-0.01001, 0.05, -0.2>
       translate <0, 0.1, -0.2>
       scale <-1,1,1>
     }
     box {
       <-1, -0.05, 0>, <-1.7/2-0.01001, 0.05, -0.2>
       translate <0, -0.1, -0.2>
       scale <-1,1,1>
     }
     translate <0, 1, 0.3>
   }
}

#declare testa3 =
union {
   difference {
     Round_Box_Union (<-1.7/2, -0.2, -0.2>, <1.7/2, 2.1, 0.35>, r2)
     plane {
       z, 0
     }
     cylinder {
       -0.2*z, 0.5*z, 1
       scale <1.7/2-0.2, 2.1-1.05-0.1, 1.5*10>
       translate 2.1*y
     }
     cylinder {
       -0.1*z, 0.4*z, 0.25
       translate 1.25*y
     }
   }
   box {
     <-1.7/2, 0, 0>, <1.7/2, -0.3, 0.3>
     Shear_Trans (x, y, z+y/3)
     translate <0, 0.2-_eps, -0.3+1e-6>
   }
   difference {
     union {
       cylinder {
         -1.7/2*x, 1.7/2*x, 0.35
       }
       cone {
         -1.7/2*x, 0.35, -(1.7/2+0.05)*x, 0.3
       }
       cone {
         1.7/2*x, 0.35, (1.7/2+0.05)*x, 0.3
       }
     }
     plane {
       z, 0
     }
     cylinder {
       -0.1*z, 0.4*z, 0.25
       translate .25*y
     }
     translate y
   }
   intersection {
     box {
       <-1.5/2, 2.1-0.05, 0>, <1.5/2, 1, .35>
     }
     sphere {
       _v+2.1*y, _r
     }
     sphere {
       _v*<-1,1,1>+2.1*y, _r
     }
     cylinder {
       -0.1*z, 0.4*z, 0.25
       translate 1.25*y
       inverse
     }
   }
   object {
     vite
     rotate ran()*360*y
     rotate 90*x
     translate 1.25*y
   }
   difference {
     Round_Box_Union (<-1, 0, 0.35>, <1, -1, -1.1>, 0.01)
     box {
       <-0.5, 0.001, 0>, <0.5, -0.2, -0.2>
       rotate 45*x
       translate -z
     }
   }
}

#declare testa =
union {
   object {
     testa1 translate 2.1*y
   }
   object {
     testa2 translate -0.3*z
   }
   object {
     testa3 translate _eps*z
     #if (USE_TEX) texture {t_testa_posteriore} #end
   }
   #if (USE_TEX) texture {t_testa_anteriore} #end
}

Argh, I'm gonna hate numbers... quad, triangolo and norm are very... 
very... *basic* macros.

Cheers!

--
Jonathan.


Post a reply to this message

From: JRG
Subject: Re: Sixshot WIP (~140 KB)
Date: 5 Sep 2004 16:17:23
Message: <413b7453@news.povray.org>
Christoph Hormann wrote:

> JRG wrote:
> 
>> I haven't touched POV-Ray for... hmm... 18 months? Nothing really 
>> fancy here, just a test on modelling. I know it's an awful render... 
>> but I got really rusty at this kind of things. If I have some free 
>> time left I'll try and finish this thing, with textures and a proper 
>> scene.
> 
> 
> Welcome back!
> 
> Nice modeling work and as usual good lighting.

Hello Christoph! I'm going to have a look at megapov soon... it looks so 
darn cool.

Here's my plan:
finished model + some simple and fair textures + HDR background + 
megapov = boring photorealistic pic...

unless I have some more original ideas.

--
Jonathan.


Post a reply to this message

From: Yepido
Subject: Re: Sixshot WIP (~140 KB)
Date: 5 Sep 2004 19:25:00
Message: <web.413b9fdbec580914e35f5cc50@news.povray.org>
JRG <j.l.ghiglia_NO_@_SPAM_libero.it> wrote:
> I haven't touched POV-Ray for... hmm... 18 months? Nothing really fancy
> here, just a test on modelling. I know it's an awful render... but I got
> really rusty at this kind of things. If I have some free time left I'll
> try and finish this thing, with textures and a proper scene.
>
> Cheers!
>
> --
> Jonathan.

Oh hey.  That looks really great.  I should know, I happen to have that
particular Transformers toy.  I played with it so much when I was young,
all the joints wore down.

But yeah, it looks great.  Thanks for bringing back some memories.

Mat Leonard


Post a reply to this message

From: Hugo Asm
Subject: Re: Sixshot WIP (~140 KB)
Date: 6 Sep 2004 08:39:47
Message: <413c5a93$1@news.povray.org>
Absolutely stunning! As I said you've got a talent for handling numbers,
though a headache is no surprise... :-)

The thing I've recently learned about rounded edges is, on a model this
complex, they will only be visible at high resolution or close-up shots.
Also, they may be almost invisible once you've added textures. That is,
assuming those textures are hand-made to somehow pronounce the edges, as
seems to be the usual case in proffessional work.

I must confess that I have changed my own strategy for modelling since I
found the freeware polygon-modeller Wings3D. I used to hate modellers for
their clumsy interfaces but this application is very intuitive and changed
my mind. So I model most objects there and take them into POV-Ray.

Regards,
Hugo


Post a reply to this message

From: Ben T  Scheele
Subject: Re: Sixshot WIP (~140 KB)
Date: 6 Sep 2004 23:48:29
Message: <413d2f8d@news.povray.org>
JRG,
    Yeah, that was my favorite toy when I was a kid.  I brought it to
show and tell in elementary school at least three times.  And then it
broke.  It's very cool to see that it still exists in this world.  And
now we can do cool stuff with it in 3D.  Rule.  That's some nice
modeling, too.  I can't wait to see it completed.

------------------------------
Ben Scheele
Silmarillion: Ben's World
http://www21.brinkster.com/silmarillion/


Post a reply to this message

From: Shay
Subject: Re: Sixshot WIP (~140 KB)
Date: 7 Sep 2004 13:06:38
Message: <413dea9e$1@news.povray.org>
JRG wrote:

> I haven't touched POV-Ray for... hmm... 18 months? Nothing really fancy 
> here, just a test on modelling. I know it's an awful render... but I got 
> really rusty at this kind of things. If I have some free time left I'll 
> try and finish this thing, with textures and a proper scene.
> 
> Cheers!
> 
> 
> ------------------------------------------------------------------------
> 

Glad to see your making images again. This model is ***sick***. I've 
tried complex CSGs, but always abandon the projects due to long render 
times. What is the render time on this?

  -Shay


Post a reply to this message

From: JRG
Subject: Re: Sixshot WIP (~140 KB)
Date: 7 Sep 2004 15:12:21
Message: <413e0815@news.povray.org>
Shay wrote:

> Glad to see your making images again. This model is ***sick***. I've 
> tried complex CSGs, but always abandon the projects due to long render 
> times. What is the render time on this?

Hi Shay.
With radiosity and AA turned off it takes 40 s to render at 768x1024 on 
a humble 1 GHz machine.

--
Jonathan.


Post a reply to this message

From: JRG
Subject: Re: Sixshot WIP (~140 KB)
Date: 7 Sep 2004 15:52:12
Message: <413e116c$1@news.povray.org>
Oh ho!! I've just discovered that the current IRTC topic is... toys & 
games... hmmm... which definitely rings a bell in my head... :-)

--
Jonathan.


Post a reply to this message

From: Hugo Asm
Subject: Re: Sixshot WIP (~140 KB)
Date: 8 Sep 2004 07:24:33
Message: <413eebf1@news.povray.org>
> 40 s to render at 768x1024 on a humble 1 GHz machine.

It's a matter of avoiding unnecessary "difference", "intersection" and the
like. For example, imagine this model: A large box with 100 holes. In this
case you need CSG "difference" but the rendering will be slow, unless you
split up the large box into 100 smaller boxes, each with one hole in them.
If you don't do that, meaning if you stick with one large box with 100
holes, the bounding box of each hole will expand to fill the entire box. In
other words you are rendering 101 objects on top of each other, all over the
large box. Instead of having to render only 2 objects at a time .. small box
with a hole.

This kind of bounding troubles also arise when you nest objects by using
"merge" instead of "union".. And it's dangerous to nest several layers of
"difference" of course. My rule of thumb is to avoid boolean operations when
possible. This will make even complex CSG render just as fast as a mesh -
provided you stick with old fashioned primitives, not sphere_sweeps, iso's
etc...

Regards,
Hugo


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