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1 Aug 2024 06:20:28 EDT (-0400)
  CB Model Pro (Message 11 to 20 of 25)  
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From: Christian Froeschlin
Subject: Re: CB Model Pro
Date: 11 Jan 2009 08:21:46
Message: <4969f26a$1@news.povray.org>
Christian Froeschlin wrote:

> I'm still searching for any kind of email contact

I'm so blind, there is a support email address on the
forum redirect page ;)


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From: Jim Charter
Subject: Re: CB Model Pro
Date: 11 Jan 2009 10:03:59
Message: <496a0a5f$1@news.povray.org>
Christian Froeschlin wrote:

> 
> It actually has a very nice user interface and was seriously
> fun to play with. Not sure if it has enough control for those
> people who actually *can* model, but a nice way to get
> organic shapes for someone like me.
> 

Yes I think that is about right.  It offers the next 'level of 
abstraction,' so to speak, such that the user does not worry about 
underlying geometry but rather manipulates only the look of the figure.
I think an early tool that does something like this was Z-Brush. I have 
not looked at Z-Brush in years and I assume, that, as a professional 
tool, it would also let you access the actual geometry if you wanted to. 
  You can get Wings3D to do some of these things, but again, you have to 
jump through hoops, but again, you get more control.  (Imagine if the 
'Poke' tool could be made any shape, not just a sphere.)

The tool is clearly aimed at children. For grown-ups this looks like a 
great tool in the keep-it-simple vein. Your first effort has a charming 
primitive art feel.

Notice that it cannot import externally produced geometry, btw.


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From: Christian Froeschlin
Subject: Re: CB Model Pro
Date: 11 Jan 2009 10:29:18
Message: <496a104e$1@news.povray.org>
Jim Charter wrote:

> Your first effort has a charming primitive art feel.

Thanks, I'll try to feel flattered by that ;)

> Notice that it cannot import externally produced geometry, btw.

Yes, although it can import simple obj files which are meant
to be a control mesh for the freeform surfaces. But I'm more
interested in getting something to export anyway. Seems like
I finally need to have a look at Poseray after all.


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From: Thomas de Groot
Subject: Re: CB Model Pro
Date: 11 Jan 2009 11:08:44
Message: <496a198c$1@news.povray.org>
"Christian Froeschlin" <chr### [at] chrfrde> schreef in bericht 
news:496a104e$1@news.povray.org...
Seems like
> I finally need to have a look at Poseray after all.

That is a *sine qua non* (latin for: not possible without (very free 
translation) )

Thomas


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From: Jim Charter
Subject: Re: CB Model Pro
Date: 11 Jan 2009 12:42:27
Message: <496a2f83$1@news.povray.org>
Christian Froeschlin wrote:
> Jim Charter wrote:
> 
>> Your first effort has a charming primitive art feel.
> 
> 
> Thanks, I'll try to feel flattered by that ;)
> 

You should, actually, I strive for that look with only partial success.


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From: Christian Froeschlin
Subject: Re: CB Model Pro
Date: 11 Jan 2009 15:27:08
Message: <496a561c@news.povray.org>
Christian Froeschlin wrote:

> I finally need to have a look at Poseray after all.

Ok, got it, so I could make a first attempt at

   model -> export -> render.

I quickly noticed this chain is actually more like

   model -> export -> import poseray -> fix data -> export
     ^                   |                           |
     +--- some problem - +                           |
                                                     |
                                                     |
     +-----------------------------------------------+ 

     V
   adapt SDL --> perform test render -> perform final render
     ^                           |                   |
     +- object not quite where --+                   |
            it should be                             |
                                                     V
                                        Admire mesh artefacts

(if you see a mess above you have variable font width).


But, ta-dah, here it is. I'm not really sure I understand
the details of who creates and uses which uv mapping, but
after texturing and painting an object inside CB Model Pro
and going through Poseray, everything seems to end up where
it should be. Unfortunately the modeller exports the mtl
file always with ambient, diffuse and specular = 1 which
looks rather silly and needs to be fixed by hand.

On the plus side, all geometric transformation automatically
work on the textures as well, so I could apply the clock
texture (just a cellphone photo of my wall clock) to
the non-liquified clock *before* bending it.

Possible problems with texturing in CB Model Pro:

o All uv-mapped textures seems to end up with
   a measly resolution of 256x256.
o Stretching textures does not seem to work, though
   applying textures and stretching geometry does.


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Attachments:
Download 'daliclock.jpg' (29 KB)

Preview of image 'daliclock.jpg'
daliclock.jpg


 

From: clipka
Subject: Re: CB Model Pro
Date: 11 Jan 2009 15:30:00
Message: <web.496a55d8cf7e92393dcb84c80@news.povray.org>
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> That is a *sine qua non* (latin for: not possible without (very free
> translation) )

.... or, literally, "without which not"...

(which is to say, your "very free" translation quite hits the spot already)


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From: Christian Froeschlin
Subject: Re: CB Model Pro
Date: 11 Jan 2009 15:40:12
Message: <496a592c@news.povray.org>
Maybe this angle shows better how the texture
was bent with the geometry - and hides the ugly
mesh corner at the back side ;)


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Attachments:
Download 'daliclock2.jpg' (27 KB)

Preview of image 'daliclock2.jpg'
daliclock2.jpg


 

From: clipka
Subject: Re: CB Model Pro
Date: 11 Jan 2009 16:00:01
Message: <web.496a5cd9cf7e92393dcb84c80@news.povray.org>
Christian Froeschlin <chr### [at] chrfrde> wrote:
> But, ta-dah, here it is.

Looks like a fitting topic for the current TINA-CHeP contest round...


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From: St 
Subject: Re: CB Model Pro
Date: 11 Jan 2009 18:00:18
Message: <496a7a02$1@news.povray.org>
"Christian Froeschlin" <chr### [at] chrfrde> wrote in message 
news:496a561c@news.povray.org...
> Christian Froeschlin wrote:
>
>> I finally need to have a look at Poseray after all.
>
> Ok, got it, so I could make a first attempt at
>
>   model -> export -> render.
>
> I quickly noticed this chain is actually more like
>
>   model -> export -> import poseray -> fix data -> export
>     ^                   |                           |
>     +--- some problem - +                           |
>                                                     |
>                                                     |
>     +-----------------------------------------------+
>
>     V
>   adapt SDL --> perform test render -> perform final render
>     ^                           |                   |
>     +- object not quite where --+                   |
>            it should be                             |
>                                                     V
>                                        Admire mesh artefacts
>
> (if you see a mess above you have variable font width).
>
>
> But, ta-dah, here it is.

   LOL, that image is REALLY good! :) And the path you have taken is normal 
for 3rd party modeling progs.

    Keep at it and relish FlyerX's brilliant program because if he didn't 
produce it, us modellers would be nowhere.

    ~Steve~


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