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. schrieb:
> You also need to add counter-weights on the wheels, otherwise, the
> weight of the crank pins will be unbalanced, and would result in serious
> operational difficulties...
Don't worry, I won't forget about those. I'll even remember to make them
bigger on the main drivers. There's still a LOT that waits to be added
though; ATM I'm busy with the drive and valve gear.
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clipka wrote:
> Another fight won. This train is going somewhere, but I tell you -
> complex cast-iron parts like that cylinder block are no fun to model in
> CSG when you want proper beveling...
Impressive tech achievement, no doubt! I'm curious about the beveled
chimneys... are they isosurfaces? How many LOC so far?
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nemesis schrieb:
> Impressive tech achievement, no doubt! I'm curious about the beveled
> chimneys... are they isosurfaces? How many LOC so far?
Thanks! I guess with "beveled chimneys" you mean the sandbox and steam
dome "humps": They're actually blobs (like the smokestack), with no more
than a dozen components each.
Lines of code? Uh, let's see...:
Main file: 1551 LOC
Beveled geometry framework: 1292 LOC
Drive/Valve gear geometry: 713 LOC
Materials: 247 LOC
Config include file: 58 LOC
------
Total 3861 LOC
(That's total lines in the files; I didn't bother subtracting the number
of blank or comment lines.)
I guess the geometry framework saves me a HUGE number of code lines (but
most importantly, it saves me from wrecking my brain on a daily basis :-)).
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Moving parts of "Southern" valve gear in (not yet full) textured glory.
(33 minutes rendering time on an i7 920, 2.67 GHz)
Definitely not dirty enough. A good use case for some proximity pattern
I guess.
The joints all need some more details, too, but I'll leave that for later.
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Attachments:
Download 'steam 2009-09-26 1659.jpg' (70 KB)
Preview of image 'steam 2009-09-26 1659.jpg'
![steam 2009-09-26 1659.jpg](/povray.binaries.images/attachment/%3C4abe30c1%40news.povray.org%3E/steam%202009-09-26%201659.jpg?preview=1)
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Wow, impressive work.
Might the "Beveled Geometry Framework" be something you'll make available at
some point? :-)
clipka <ano### [at] anonymous org> wrote:
>
> Main file: 1551 LOC
> Beveled geometry framework: 1292 LOC
> Drive/Valve gear geometry: 713 LOC
> Materials: 247 LOC
> Config include file: 58 LOC
> ------
> Total 3861 LOC
>
> I guess the geometry framework saves me a HUGE number of code lines (but
> most importantly, it saves me from wrecking my brain on a daily basis :-)).
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William Pokorny schrieb:
> Might the "Beveled Geometry Framework" be something you'll make available at
> some point? :-)
If you promise to not expect /too/ much magic from it... :-)
Basically, it's "only" good for making beveled prism-style objects. Any
shape that is "more 3-dimensional" than that still reqiures to put a bit
of thought into it. Many parts on that locomotive are actually composed
of multiple such beveled prisms. The cylinder block, for instance, is
comprised of about a dozen such things.
Still, that's obviously nothing compared to the roundabout 500 tori,
cylinders and planes CSG'ed together for this thing... and that's only
the cylinder block, even without the bolts :-)
With all the bells & whistles, this baby is currently comprised of some
32,000 finite objects - 13,000 alone just for bolt details (which I
virtually always leave set to low detail for my test renders :-)).
Judging from where I am right now, I expect the complete thing to end up
at somewhere around 100,000 primitives.
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clipka <ano### [at] anonymous org> wrote:
> Moving parts of "Southern" valve gear in (not yet full) textured glory.
> (33 minutes rendering time on an i7 920, 2.67 GHz)
>
> Definitely not dirty enough. A good use case for some proximity pattern
> I guess.
>
> The joints all need some more details, too, but I'll leave that for later.
Looks fantastic, the level of detail is very impressive, it's a shame that
unless you render any final scene with this train in it at a very high
resolution much of this detail will be lost (of course we will all know it is
there though!). However, it does mean you can do some fantastic close-up's.
Sean
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s.day schrieb:
> Looks fantastic, the level of detail is very impressive, it's a shame that
> unless you render any final scene with this train in it at a very high
> resolution much of this detail will be lost (of course we will all know it is
> there though!). However, it does mean you can do some fantastic close-up's.
Reminds me of the fate of Tek's planet. Recall that incredible level of
detail and realism, with coastlines, mountain ranges, continents and
such - even simulating the weather to get the clouds right? It's a pity
we only see so much of it in his IRTC submission.
Well, I guess the locomotive will eventually share that fate. But that's
the idea behind it: To make something look really convincing, you have
to go into details up to the level where nobody will ever consciously
notice.
Just think of how much effort and care is put into every single prop in
movies like the "Lord of the Rings" trilogy, even if the item is just
seen for two or three seconds in the background.
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On Sun, 27 Sep 2009 00:52:08 +0200, clipka <ano### [at] anonymous org> wrote:
>
>Well, I guess the locomotive will eventually share that fate. But that's
>the idea behind it: To make something look really convincing, you have
>to go into details up to the level where nobody will ever consciously
>notice.
Now that is what I call a hobbyist :)
It is the doing it correctly that is important. I once knew someone who made a
four foot model train by hand. Turning and milling the parts, threading each and
every nut and bolt etc. A labour of love.
Keep it up.
--
Regards
Stephen
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Stephen schrieb:
>> Well, I guess the locomotive will eventually share that fate. But that's
>> the idea behind it: To make something look really convincing, you have
>> to go into details up to the level where nobody will ever consciously
>> notice.
>
> Now that is what I call a hobbyist :)
> It is the doing it correctly that is important. I once knew someone who made a
> four foot model train by hand. Turning and milling the parts, threading each and
> every nut and bolt etc. A labour of love.
I've come across quite a few websites of (or about) such people during
my researches - from the HO scale enthusiast "customizing" mass product
models for the perfectly realistic look, to people working on "1:1
scale models", i.e. restoring actual steam locomotives.
Yeah, I guess that's what I'm doing - except that I'm keeping it virtual.
(The thing I'm dreaming of is to one day build a, say, 1:16 scale model
of the Apollo lunar lander. For real, not just as a CG model.)
> Keep it up.
I'll do my best :-)
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