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  StarGate (Message 23 to 32 of 32)  
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From: Woody
Subject: Re: StarGate
Date: 25 Jun 2008 23:20:01
Message: <web.48630a1fcd5f2f2f6800a4870@news.povray.org>
I realize its a ver basic non textured model (proportions are off too now that I
look at it) but this was to be the start of my idea of the SG Universe gate.


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From: Mike Sobers
Subject: Re: StarGate
Date: 25 Jun 2008 23:40:01
Message: <web.48630efdcd5f2f2f184271a10@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> wrote:
> Sad summary:
>
> >Maybe you can take it farther than I did ...
> > and post a scene in scene-files
> Mike suggested someone might take his model further and would post ..
>
> cant find in
> binaries.scene-files
> text.scene-files
>

Sad indeed.  I should not have posted "I'll post something here or there" until
I made sure I actully had something to post!  Now that I have finally located
the latest version of my stuff (I have a serious configuration control problem
in my POV scene directory) I have posted it in binary.scene-files here:
web.48630a294d571f95184271a10@news.povray.org though it hasn't shown up yet.
There is an animated (glyph ring turns and water undulates but no "kawoosh")
one and also a transporter ring animated file.  Sorry in advance for the crummy
code and documentation (or lack thereof) but I hadn't intended to share it in
its unfinished state.  Feel free to share/distrubute/hack/modify/improve at
will.

Mike


PS - I "took" this "photo" in wester colorado ...


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From: Mike Sobers
Subject: Re: StarGate
Date: 25 Jun 2008 23:50:01
Message: <web.4863113bcd5f2f2f184271a10@news.povray.org>
"Mike Sobers" <mcn### [at] msncom> wrote:

Transporter rings ...

I animated these, but could never get the glowing media effect right, so
abandoned it.  It turns out that sort of thing is much easier/faster to do
using Blender "volumetric lights" so I may end up doing that if I ever do any
more SG1 videos at NTSC quality.  POV-Ray render quality is overkill if you're
just going to put it on the TV.

Mike


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From: Woody
Subject: Re: StarGate
Date: 26 Jun 2008 08:10:01
Message: <web.486386decd5f2f2f49b4acd50@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> wrote:
> Sad summary:
>
> >Maybe you can take it farther than I did ...
> > and post a scene in scene-files
> Mike suggested someone might take his model further and would post ..
>
> cant find in
> binaries.scene-files
> text.scene-files
>
> Woody asked for it.
>
> I guess its dead.
>
> Woody?
> You got models for which you need obj files or pov scene files?
>
> Is that dead too?
>
> peace and later,
> aQ
>
> Why collaborate if we don't collaborate.

Sorry, for the late response. Never decide to be an actuary, my benefit/time
ratio decreases constantly.

I didn't necessarily need an OBJ file. After seeing your post I decided to
download and install Blender. I must admit I know nothing about Blender. If you
have a file in a POV ray version with primitives rather than meshes I would be
interested in that as well as an OBJ file.

My reasoning for a POV scene files or OBJ files that it would be nice to isolate
the various components of the object, i.e select only the objects that compose a
chevron or only the components that comopose a glyph, and modifying those
components while leaving the other components the same. I realize this is
probably very difficult when using a mesh or OBJ file (hence desire for a POV
file).

I'm working on a program in VC# 2008 Express to select a series of mesh
triangles from an OBJ file and "group them". However, my knowledge of C# and
the new .NET environment as well as Direct X is rather limited. (Sigh, if only
I could do this in VBA, but I have a feeling its easier to do in c#).

Anyway the picture from above is a rather old version of the Chevron (The green
glowwy bars are created through a difference of the grey chevron and boxes
objects. This is then combined with a green scaled version of the grey portion.

I've been doing more recent work (with I believe better proportions and
orientations with moray files that are completely meshes in nature. I would be
happy to send to you if you wish.

If there is an easy way in blender to output to an OBJ file please let me know
(still have not looked at the documentation).

I stilll hope to calloborate. So if you don't get an answer for a couple of days
its probably because my 10-12 hour week days severely drain my energy. But I'll
definatley get back to you by weeks end.

Woody.


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From: alphaQuad
Subject: Re: StarGate
Date: 26 Jun 2008 19:10:01
Message: <web.486421b3cd5f2f2f426ea5410@news.povray.org>
"Chris B" <nom### [at] nomailcom> wrote:

>
> I've posted the 39 Glyphs as prism objects on povray.binaries.scene-files
> along with this very crude scene file that cuts them out of segments of a
> ring and assembles the segments into a circle. If anyone wants to use them
> to make a stargate I'd be happy to go through and scale and centre them as
> needed.
>
> Regards,
> Chris B.

yes Chris! way to go. you made it easy to see how to do this. requires 650 k
map.
http://news.povray.org/*/attachment/%3Cweb.48617d9fcd5f2f2f970752e90%40news.povray.org%3E/eventtex.png


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From: alphaQuad
Subject: Re: StarGate
Date: 26 Jun 2008 19:20:01
Message: <web.48642316cd5f2f2f426ea5410@news.povray.org>
see previous post for Stargate2.zip.
added today's work, running with Chris' prisms. Thanks Chris!


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From: alphaQuad
Subject: Re: StarGate
Date: 27 Jun 2008 01:45:01
Message: <web.48647dd7cd5f2f2f426ea5410@news.povray.org>
You'd be seriously limited without at least a basic spline editor.

Insert 2 nodes into gatecore spline, align handles, loop 39 cylinder diffs

#declare gatecore2 = lathe { bezier_spline
24,
<50.065603,-5.00656>,<56.890039,-5.089261>,<58.239346,-5.030173>,<65.086695,-5.033683>,
<65.086695,-5.033683>,<65.145226,-2.692435>,<65.391771,2.753187>,<65.257924,4.92024>,
<65.257924,4.92024>,<62.840964,4.7476>,<63.876804,2.50328>,<62.236724,1.89904>,
<62.236724,1.89904>,<59.819764,1.2948>,<55.503764,1.38112>,<53.173123,1.81272>,
<53.173123,1.81272>,<51.187763,2.50328>,<52.269019,4.894841>,<50.065603,5.00656>,
<50.065603,5.00656>,<50.151923,1.38112>,<50.238243,-2.07168>,<50.065603,-5.00656>
}


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From: alphaQuad
Subject: Re: StarGate
Date: 27 Jun 2008 12:00:01
Message: <web.48650e17cd5f2f2f45e4d9750@news.povray.org>
isnt that Sarek in the event horizon?


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From: alphaQuad
Subject: Re: StarGate
Date: 27 Jun 2008 16:45:00
Message: <web.4865512fcd5f2f2ffdb01fdf0@news.povray.org>
I got to ask. I am not finding it.

If you want to waste time, do this:
http://wiki.blender.org/index.php/Tutorials/Curves/B%C3%A9zier


Apparently Inkscape will read the image and do a bezier spline automatically,
(which doesnt run here) is there anything else that can do this.

Better yet the routine explained well enough I could write my own.

??????????????????????


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From: Lord of the Rings Junkie
Subject: Re: StarGate
Date: 8 Jul 2008 22:50:00
Message: <web.487426a8cd5f2f2f10ca885d0@news.povray.org>
Hello everyone, I'm Stephen Meli. Thanks for all of the interest in my Blender
model, I just wanted to say a couple things.

1. The claim that there are over a billion polygons is ridiculous. The actual
number is far closer to 1.2 million.

2. Since there seems to be a high demand for an OBJ version, I've decided to
attach a torrent of the OBJ model. The OBJ is offered as is, with no
guarantees. What Blender's OBJ exporter spat out is what you get. I'll leave my
computer on for a few days straight so the file can seed, hopefully that will be
enough time.


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