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10 Aug 2024 01:17:45 EDT (-0400)
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From: Florian Brucker
Subject: Re: ****
Date: 7 Dec 2004 11:00:35
Message: <41b5d3a3$1@news.povray.org>
> my new edge-rounding algorithm is very sophisticated
Could you give some more information about the algorithm? Does it add 
additional primitives, or does it average existing geometry, texture 
tricks, etc?

Posting the source would be an even greater idea, of course ;)

Florian
-- 
camera{look_at-y*10location<8,-3,-8>*10}#local a=0;#while(a<999)sphere{
#local _=.01*a-4.99;#local p=a*.01-5;#local c=.01*a-4.995;<sin(p*pi)*5p
*10pow(p,5)*.01>sin(c*c*c*.1)+1pigment{rgb 3}}#local a=a+1;#end
/******** http://www.torfbold.com ******** http://www.imp.org ********/


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From: Shay
Subject: Re: ****
Date: 7 Dec 2004 12:06:02
Message: <41b5e2fa@news.povray.org>
LightBeam wrote:
> 
> I love this model,

Thank you.

> could you send me the source (to include in another 
> scene of me) ?

I'll send you the model. What were you thinking of for texturing? The
model is a mesh with texture indices, so I need to set it up to be
appropriate for your plans.

I attached a couple of examples of what I mean. Two shapes with a
2-texture scheme and one with a 33-texture scheme. Alternately, I could 
set it up with a uv_mapping scheme. Let me know and give
me an evening to clean it up.

   -Shay


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Attachments:
Download 'star_tex_ind.jpg' (19 KB)

Preview of image 'star_tex_ind.jpg'
star_tex_ind.jpg


 

From: Shay
Subject: Re: ****
Date: 7 Dec 2004 12:26:18
Message: <41b5e7ba$1@news.povray.org>
Florian Brucker wrote:
> 
> Could you give some more information about the algorithm? Does
> it  add additional primitives, or does it average existing
> geometry,  texture tricks, etc?

No texture or primitive stuff. It's a mesh.

  -Shay


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From: Florian Brucker
Subject: Re: ****
Date: 7 Dec 2004 13:05:44
Message: <41b5f0f8$1@news.povray.org>
> No texture or primitive stuff. It's a mesh.
Ah, ic. I've silently hoped that you found a way to automagically round 
CSG objects :)

Nice work, nevertheless, though!

Florian
-- 
camera{look_at-y*10location<8,-3,-8>*10}#local a=0;#while(a<999)sphere{
#local _=.01*a-4.99;#local p=a*.01-5;#local c=.01*a-4.995;<sin(p*pi)*5p
*10pow(p,5)*.01>sin(c*c*c*.1)+1pigment{rgb 3}}#local a=a+1;#end
/******** http://www.torfbold.com ******** http://www.imp.org ********/


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From: LightBeam
Subject: Re: ****
Date: 7 Dec 2004 16:04:23
Message: <41b61ad7@news.povray.org>
Shay wrote:
> I'll send you the model. What were you thinking of for texturing? The
> model is a mesh with texture indices, so I need to set it up to be
> appropriate for your plans.

The 1st texture is nice...


> I attached a couple of examples of what I mean. Two shapes with a
> 2-texture scheme and one with a 33-texture scheme. Alternately, I could 
> set it up with a uv_mapping scheme. Let me know and give
> me an evening to clean it up.

ok :-))
Thanks too


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From: Shay
Subject: Re: ****
Date: 8 Dec 2004 15:54:08
Message: <41b769f0@news.povray.org>
LightBeam wrote:
> 
>> I attached a couple of examples of what I mean. Two shapes with a
>> 2-texture scheme and one with a 33-texture scheme. Alternately, I 
>> could set it up with a uv_mapping scheme. Let me know and give
>> me an evening to clean it up.
> 
> ok :-))
> Thanks too

I'm going to take a couple more days on this. Since I'm presenting it as 
a model and not just an image, I want to set up the texture indices and 
uv_mapping to be a bit more versatile. I want to give a lot of freedom 
in regard to how the model can be textured.

I won't have a chance to implement this until Thursday evening.

  -Shay


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From: GrimDude
Subject: Re: ****
Date: 10 Dec 2004 13:33:43
Message: <41b9ec07$1@news.povray.org>
Hmm, I haven't tried anything like this. I think any procedure can be 
programmed for AutoCAD using AutoLISP/VisualLISP. Now that I'm into Inventor 
(I believe it's a lot like ProE), I use Visual Basic (actually VBA) and 
things go very smoothly. I prefer AutoCAD though, because with AutoCAD2POV I 
can export POV code. With Inventor the interpretor program (export directly 
to POV) runs $500, so I haven't taken that step yet. On a side note if 
anyone knows of a free interpretor please fill me in.

LISP allows you to right routines to handle the tedius operations. I use it 
for complex tasks where the potential for error is high, like creating helix 
curves, or truss objects. However, even after creating a very complex object 
you can take the console command list and generate a LISP routine (if so 
inclined). I haven't had a reason to do that yet, either.

- Grim

"Shay" <sah### [at] simcopartscom> wrote in message 
news:41b5c0d7$1@news.povray.org...
> Thomas Lake wrote:
>>
>> However the "bevel edges" option available in many mesh and nurbs 
>> modelers will instantly round sharp corners on a surprisingly large 
>> number of complex objects.
>
> I'm not suggesting that rounding mesh corners is by any means a novel 
> idea. Consider this in the same vein as radiosity or media tweaking. 
> Nothing new, just getting everything just right for a specific instance.
>
> I think that it's easy for something to be beautiful when it's made very 
> well. I never intended to do anything with this except mess with the 
> edges, but I think the result is very attractive.
>
> /The knobby shape and a sort of a low-key, Nintendo, cartoon violence vibe 
> with the stars and brightish colors keep bringing the term 'monkey fist' 
> to mind./
>
> The "perfect" corners IMO make this more interesting than it would 
> otherwise be. I think it might even look good in a little 5" frame, though 
> not my taste for wall decoration.
>
>> Nice work.
>
> Thank you.
>
>  -Shay


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From: Shay
Subject: Sent to your email (nm)
Date: 10 Dec 2004 16:51:27
Message: <41ba1a5f$1@news.povray.org>
Shay wrote:


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