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Jaime Vives Piqueres wrote:
> Just practicing the techniques for the door handle, seam grooves and
> other details... but I need to restart almost from the scratch to get
> ride of some basic flaws, and to add some interior details needed for
> more realism.
>
> --
> Jaime
>
Looks excellent with the detail added. This gives a good indication of
the speed at which you work, also the quality that is possible in Wings.
I guess it is a pretty fast render? There seems to be a sky with
clouds. That, together with the road elements, comprises the scene?
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Wagner wrote:
> Great job, great render!
Thanks!
> I tried to model a car in wings with polimodeling, but I couldn't weld some
> vertices. Did you use boxmodeling?
Yes, it's much more easy that way for me, but I'm not trying to model
accurately an actual shape, only playing around the proportions of the
Audi TT to get a realistic feel.
--
Jaime
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From: Jaime Vives Piqueres
Subject: Re: Car modeling update [51+43K]
Date: 19 Dec 2004 13:58:44
Message: <41c5cf64@news.povray.org>
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Jim Charter wrote:
> Looks excellent with the detail added. This gives a good indication of
> the speed at which you work, also the quality that is possible in Wings.
Thanks, but it's more the quality of wings than my speed working.
I'm sure someone with more experience can do it in less than half of the
time I expended. I myself should be able to do it faster next time...
> I guess it is a pretty fast render?
Yes, the car mesh is big (1,5MB), but traces very fast, specially
saving the rad first with plain textures.
> There seems to be a sky with
> clouds. That, together with the road elements, comprises the scene?
Yes, but it's a big sphere with a spherical render of one of my LOTW
scenes, and the sun light is placed in the same position as in that LOTW
scene to match the lighting on the image. This sphere also contributes
to light the scene with radiosity (1 bounce). You can see it better on
the images attached...
--
Jaime
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Attachments:
Download 'test-car-4i.jpg' (50 KB)
Download 'test-car-4j.jpg' (42 KB)
Preview of image 'test-car-4i.jpg'
![test-car-4i.jpg](/povray.binaries.images/attachment/%3C41c5cf64%40news.povray.org%3E/test-car-4i.jpg?preview=1)
Preview of image 'test-car-4j.jpg'
![test-car-4j.jpg](/povray.binaries.images/attachment/%3C41c5cf64%40news.povray.org%3E/test-car-4j.jpg?preview=1)
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Gorgeous !
You're definately a Master of light with Pov.
>Thanks, but it's more the quality of wings than my speed working.
...and a bit too modest !
next step : motion blur ?
Rene
(the old newbie)
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Rene Bui wrote:
> next step : motion blur ?
No, not for the moment. Next step was creating a "circuit" with
Wings3D, and it took me a lot of time to figure that the way to go was
to bridge several sections of torus. Now I've a nice circuit, but I
can't find a way to extract all the point's of an edge loop to a text
file, ordered by the loop order... that would allow to animate the car
taking a tour, following the spline defined by these points. Well, I
will have to hand code them looking at wings3D one by one.... at least
the circuit is very short!
Here is a shot of the car on the circuit, also populated with POVTree
and trace()...
--
Jaime
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Attachments:
Download 'test-car-5c.jpg' (54 KB)
Preview of image 'test-car-5c.jpg'
![test-car-5c.jpg](/povray.binaries.images/attachment/%3C41c71f0d%40news.povray.org%3E/test-car-5c.jpg?preview=1)
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Jaime Vives Piqueres wrote:
but I
> can't find a way to extract all the point's of an edge loop to a text
> file, ordered by the loop order...
That is my most wished for thing in Wings.
I hack it the following way:
Make the edgeloop into a narrow band of polys.
Assign separate texture names to each one of the polys in desired sequence.
Highlight and export the polys to .obj format
Parse the .obj file externally ( I use Python )
In the program derive the center points and center normal for each poly
Write them to POV arrays in the sequence determined by their associated
materials.
Use as .inc to your SDL
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>I can't find a way to extract all the point's of an edge loop to a text file, ordered
by the loop order...
hmmm, I have not enough experience with Wings for answering you ... but
Jim's solution seems fine to me, though I have no pov animating and python
scripting experience too !
I'm curious, what is your real goal with making this animation ? just a demo
?
Rene
(the old newbie)
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Jim Charter wrote:
> That is my most wished for thing in Wings.
Yes, it would be a crucial addition, at least for integration with
POV-Ray. It would permit to do many things with the models, not only
animation.
> I hack it the following way:
> Make the edgeloop into a narrow band of polys.
> Assign separate texture names to each one of the polys in desired sequence.
> Highlight and export the polys to .obj format
> Parse the .obj file externally ( I use Python )
> In the program derive the center points and center normal for each poly
> Write them to POV arrays in the sequence determined by their associated
> materials.
> Use as .inc to your SDL
Wow... you really needed it, isn't? :) In my case I've finished
faster by coding some strategic points by hand, as the circuit has many
straight parts, and the curves are clean. But many thanks for the tip, I
saved the message for a future need.
--
Jaime
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Rene Bui wrote:
> I'm curious, what is your real goal with making this animation ? just a demo
> ?
The same goal as with making stills: none, just fun... :)
Seriously, I didn't plan an animation, I just wanted to place the car
on the circuit at randomly selected places, using the points to
calculate the proper transformations to place and align the car and
other road decoration with the Wings3D road. A little animation would be
an extra bonus, but not the main goal.
--
Jaime
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Jaime Vives Piqueres wrote:
> Wow... you really needed it, isn't? :)
Yes I use the technique a lot. It is not too bad once the external
piece is standardized. Inside Wings I have preset materials for this
purpose. Sometimes I also use the material names to pass along
parameters. It is useful because not only do you get surface points but
their normals so you can calculate points at distances above the surface
too. I use them to generate splines which in turn I use to generate
hair, or, in my current project, feathers.
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