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This post could be subtitled "Fun with trace"
The hull of the ship is made of bezier patches created in Hamapatch when I
first started to learn POV. I scaled two copies of the hull differently to
create the inner and outer surfaces of the hull. At the time I had no clue
how to fill the space between the two hull surfaces where the gun ports and
sweep ports were cut through the bezier patches, so I just scaled 10 more
copies of the hull and placed them between the outer and inner hulls. It
worked from a distance, but was not a good solution when viewed close up.
I recently noticed in my online research that ships of the period had bolts
or rivets holding the planks to the ships frame timbers on the interior of
theship. I decided to use the trace function to place them (scaled
spheres). Epiphany! I could use the same process to locate points on the
inner and outer hulls and use these points as vertexes for triangles. The
triangles could then be used to cover the gap between the inner and outer
hulls.
I think it works rather nicely! I used enough triangles to smoothely conform
to the curved hull.
The second proud moment of the day was creating a texture that would give
the smooth bezier patches the look and feel of 3 dimensional planks. Here
is that texture for anybody that is interested.
#declare ShipGreen = <0.17,0.29,0.17>*0.5;
#declare ShipTan = <0.85,0.5,0.2>*0.8;
#declare ShipBlack = <0.05,0.05,0.05>;
#declare ShipGold =0.95*Gold;
#declare ShipRed =0.7*Scarlet;
#declare GreenPlanks2 =
texture{
pigment{
bozo
color_map {
[0.00 color rgb 1.0*ShipGreen]
[0.47 color rgb 0.99*ShipGreen]
[0.475 color rgb ShipTan]
[0.48 color rgb 0.85*ShipGreen]
[0.5 color rgb 0.85*ShipGreen]
[0.52 color rgb 1.1*ShipGreen]
[1.00 color rgb 1.0*ShipGreen]
}
scale <1,0.01,1>
}
normal{
pigment_pattern {
gradient y
color_map {
[0.00 color rgb
1.0*<0.184,0.309,0.184>]
[0.47 color rgb
1.0*<0.184,0.309,0.184>]
[0.5 color rgb
0.65*<0.184,0.309,0.184>]
[0.5 color rgb
0.65*<0.184,0.309,0.184>]
[0.52 color rgb
1.0*<0.184,0.309,0.184>]
[1.00 color rgb
1.0*<0.184,0.309,0.184>]
}
}
bump_size 5
turbulence 0.01
}
finish{
phong 0.85
phong_size 50
ambient 0
}
}
I think this has been a good day for me.
:)
Tim
Post a reply to this message
Attachments:
Download 'niagara_wip_101306.jpg' (34 KB)
Preview of image 'niagara_wip_101306.jpg'
![niagara_wip_101306.jpg](/povray.binaries.images/attachment/%3Cweb.434ec9f8f4822aceacb32c570%40news.povray.org%3E/niagara_wip_101306.jpg?ttop=443866&toff=4950&preview=1)
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Tim,
Great job. I like the wood texture too. According to a book I have at home
(Steele's Elements of Naval Architecture), most of the bolts holding the
planking to the frames would have been made of wood (oak was a favorite).
These "treenails" are typically 1.5" to 2" in diameter and may have been
rounded off where they poked through the interior of the hull. The reason
for the wood was that iron was expensive and it was also very dangerous
should a cannon ball knock the head off of the bolt and sent it flying into
the crew.
What a fantastic project. Keep up the good work.
Chris Holtorf
"Tim McMurdo" <jod### [at] woh rr com> wrote:
> This post could be subtitled "Fun with trace"
>
> The hull of the ship is made of bezier patches created in Hamapatch when I
> first started to learn POV. I scaled two copies of the hull differently to
> create the inner and outer surfaces of the hull. At the time I had no clue
> how to fill the space between the two hull surfaces where the gun ports and
> sweep ports were cut through the bezier patches, so I just scaled 10 more
> copies of the hull and placed them between the outer and inner hulls. It
> worked from a distance, but was not a good solution when viewed close up.
>
> I recently noticed in my online research that ships of the period had bolts
> or rivets holding the planks to the ships frame timbers on the interior of
> theship. I decided to use the trace function to place them (scaled
> spheres). Epiphany! I could use the same process to locate points on the
> inner and outer hulls and use these points as vertexes for triangles. The
> triangles could then be used to cover the gap between the inner and outer
> hulls.
>
> I think it works rather nicely! I used enough triangles to smoothely conform
> to the curved hull.
>
> The second proud moment of the day was creating a texture that would give
> the smooth bezier patches the look and feel of 3 dimensional planks. Here
> is that texture for anybody that is interested.
>
> #declare ShipGreen = <0.17,0.29,0.17>*0.5;
> #declare ShipTan = <0.85,0.5,0.2>*0.8;
> #declare ShipBlack = <0.05,0.05,0.05>;
> #declare ShipGold =0.95*Gold;
> #declare ShipRed =0.7*Scarlet;
>
>
>
> #declare GreenPlanks2 =
> texture{
> pigment{
> bozo
> color_map {
> [0.00 color rgb 1.0*ShipGreen]
> [0.47 color rgb 0.99*ShipGreen]
> [0.475 color rgb ShipTan]
>
> [0.48 color rgb 0.85*ShipGreen]
> [0.5 color rgb 0.85*ShipGreen]
> [0.52 color rgb 1.1*ShipGreen]
> [1.00 color rgb 1.0*ShipGreen]
>
> }
>
> scale <1,0.01,1>
> }
>
>
> normal{
> pigment_pattern {
> gradient y
> color_map {
> [0.00 color rgb
> 1.0*<0.184,0.309,0.184>]
> [0.47 color rgb
> 1.0*<0.184,0.309,0.184>]
> [0.5 color rgb
> 0.65*<0.184,0.309,0.184>]
> [0.5 color rgb
> 0.65*<0.184,0.309,0.184>]
> [0.52 color rgb
> 1.0*<0.184,0.309,0.184>]
> [1.00 color rgb
> 1.0*<0.184,0.309,0.184>]
> }
> }
> bump_size 5
> turbulence 0.01
> }
>
> finish{
> phong 0.85
> phong_size 50
> ambient 0
> }
> }
>
>
> I think this has been a good day for me.
>
> :)
>
>
> Tim
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Clever solution to your problem, and those textures look fantastic.
Tim, the amount of work you are putting into this project is crazy, you
know that right? Its going to be a stunning masterpiece when its done
though. How are you planning on showing off the final result?
Skip
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Very excellent, Tim! Like everybody else, I am always amazed at the details
and quality of your project. Must become obsessive, isn't it? ;-)
I have used, and adapted, your slopetexture / wornwood macro for my own
needs in my windows_room adaptation of Tim Nikias'. For what it's worth,
here it is for use and comment for everybody.
Thomas
/***************************************************************************
*******
Persistence of Vision Ray Tracer Scene Description File
File name : TM_SlopeTex.inc
Version : 3.6 / MegaPOV 1.0
Description : a slope texture by Tim McMurdo
(with some additions/changes by TdG)
Date : July 2005
Author : Tim McMurdo
E-mail : p.b.i.
Copyright (C) 2005. All rights reserved.
****************************************************************************
******/
/* ADDED/CHANGED FEATURES (by Thomas de Groot):
The following parameters have been added by me:
- Polish: which controls the specular of the paint finish (instead of
phong).
- WoodType: which controls the type of wood.
- WearSharp: which controls the transition between wood and paint.
- Woodscale: which controls the size of the underlying wood texture.
- Paintscale: which controls the size of the wood+paint texture. You should
first
fix Paintscale before changing Woodscale, as the two are
linked together.
*/
#macro
WornWood(RGB,Polish,WoodType,WearFlat,WearEdge,WearSharp,Norm,Woodscale,Pain
tscale,Rot,Tran)
#declare Texture1 =
texture {
pigment {
wood
turbulence <0.1, 0.5, 1>
octaves 5
lambda 3.25
scale <0.15, .5, 1>
rotate <5, 10, 5>
translate -x*2
color_map {
[0.0 color RGB]
[0.1 color RGB]
[0.1 color 0.95*RGB]
[0.9 color 0.95*RGB]
[1.0 color RGB]
}
}
normal {
wood 0.2 // any pattern optionally
followed by an intensity value [0.5]
//turbulence <0.1, 0.5, 1>
turbulence <0.2, 0.2, 0.01>
octaves 5
lambda 3.25
//scale <0.15, 0.5, 0.2>
scale <0.5, 0.5, 0.9>
rotate <3, 2, 0>
translate -x*2
accuracy 0.02 // changes the scale for normal
calculation [0.02]
//scale 0.3 // any transformations
}
finish{
ambient 0
specular Polish // TdG
roughness 0.01
//phong 0.35
//phong_size 100
}
}
#declare TWood1 =
texture {WoodType scale Woodscale}
texture {pigment{color rgbt <255, 155, 23,
0.999999*256>/256*0.25} }
#declare TWood2 =
texture {WoodType scale Woodscale}
texture {pigment{color rgbt <255, 155, 23,1.5*256>/256*0.45} }
#declare PaintedWood1 =
texture {
bozo
//granite
texture_map {
[0 TWood1]
[WearFlat TWood2]
[WearFlat+WearSharp Texture1]
[1.0 Texture1]
}
warp {turbulence 0.2}
scale Paintscale
}
#declare PaintedWood2 =
texture {
bozo
//granite
texture_map {
[0 TWood1]
[WearEdge TWood2]
[WearEdge+WearSharp Texture1]
[1.0 Texture1]
}
warp {turbulence 0.2}
scale Paintscale
}
#declare TM_SlopeTex =
texture {
slope { <0, -1, 0> }
texture_map{
[0 PaintedWood1]
//[0.1 PaintedWood1] // comment out for smooth
transition
[0.1 PaintedWood2]
//[0.4 PaintedWood2] // comment out for smooth
transition
[0.4 PaintedWood1]
[0.6 PaintedWood1]
//[0.6 PaintedWood2] // comment out for smooth
transition
[0.9 PaintedWood2 ]
[1.0 PaintedWood1]
}
warp {turbulence 0.05}
rotate Rot
translate Tran
}
#end
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"Chris" <lho### [at] nwlink com> wrote:
> Tim,
> Great job. I like the wood texture too. According to a book I have at home
> (Steele's Elements of Naval Architecture), most of the bolts holding the
> planking to the frames would have been made of wood (oak was a favorite).
> These "treenails" are typically 1.5" to 2" in diameter and may have been
> rounded off where they poked through the interior of the hull. The reason
> for the wood was that iron was expensive and it was also very dangerous
> should a cannon ball knock the head off of the bolt and sent it flying into
> the crew.
> What a fantastic project. Keep up the good work.
>
> Chris Holtorf
Good morning Chris and thank you for your comments. I am familiar with tree
nails and thought they were the rule. I based the iron rivets on this photo
of the USS Constitution whish is of the sme time period.
http://www.ussconstitution.navy.mil/Bowchasers.htm
I may have to do a little more investigation on this issue. So far I have
not been able to find clear images of the interior planking on the Niagara.
:)
Tim
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Skip Talbot <Ski### [at] aol com> wrote:
> Clever solution to your problem, and those textures look fantastic.
> Tim, the amount of work you are putting into this project is crazy, you
> know that right? Its going to be a stunning masterpiece when its done
> though. How are you planning on showing off the final result?
>
> Skip
Thanks for the encouragement Skip. I do know I am a bit crazy, but it is
very relaxing for me. I have a very stressful job and being able to lose
myself in this project has been wonderful.
I have in mind a web site dedicated to the project. I will post details in
the future, but I am currently working on written content.
Tim
Post a reply to this message
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"Thomas de Groot" <t.d### [at] inter nl net> wrote:
> Very excellent, Tim! Like everybody else, I am always amazed at the details
> and quality of your project. Must become obsessive, isn't it? ;-)
> I have used, and adapted, your slopetexture / wornwood macro for my own
> needs in my windows_room adaptation of Tim Nikias'. For what it's worth,
> here it is for use and comment for everybody.
>
> Thomas
>
Thomas!
I am pleased to see somebody using the worn wood macro...better yet,
improving on it. I love the changes you have made. I am seriously
considering using your changes in my own work. Thank you!
Me? Obsessive? Sometimes!
Tim
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"Tim McMurdo" <jod### [at] woh rr com> wrote:
> "Thomas de Groot" <t.d### [at] inter nl net> wrote:
> > Very excellent, Tim! Like everybody else, I am always amazed at the details
> > and quality of your project. Must become obsessive, isn't it? ;-)
> > I have used, and adapted, your slopetexture / wornwood macro for my own
> > needs in my windows_room adaptation of Tim Nikias'. For what it's worth,
> > here it is for use and comment for everybody.
> >
> > Thomas
> >
>
> Thomas!
>
> I am pleased to see somebody using the worn wood macro...better yet,
> improving on it. I love the changes you have made. I am seriously
> considering using your changes in my own work. Thank you!
>
> Me? Obsessive? Sometimes!
>
> Tim
Looks good. You must try the wood's finish parameters and light.
Thomas, can you post a samplet for this macro?..
Hasan.
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"Tim McMurdo" <jod### [at] woh rr com> schreef in bericht
news:web.434f9a5955de2096395d82550@news.povray.org...
>
> I am pleased to see somebody using the worn wood macro...better yet,
> improving on it. I love the changes you have made. I am seriously
> considering using your changes in my own work. Thank you!
>
<grin>
You are welcome! Often one builds a macro for a specific task, and then
changes are needed for another one. So it keeps growing and mutating. Very
fascinating.
I am sure you can yet again improve further on the macro :-)
btw, I wondered about the Norm parameter that is there in your original
macro, but without any use, are/were you considering uv_mapping at some
stage?
Thomas
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"Thomas de Groot" <t.d### [at] inter nl net> wrote:
> You are welcome! Often one builds a macro for a specific task, and then
> changes are needed for another one. So it keeps growing and mutating. Very
> fascinating.
> I am sure you can yet again improve further on the macro :-)
> btw, I wondered about the Norm parameter that is there in your original
> macro, but without any use, are/were you considering uv_mapping at some
> stage?
>
> Thomas
Thomas,
The Norm is reguired by the the slope function.
:)
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