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From: CShake
Subject: Re: Microphone thing
Date: 17 Mar 2009 19:33:54
Message: <49c03362@news.povray.org>
clipka wrote:
> CShake <cshake+pov### [at] gmailcom> wrote:
>> Here's a test of a sphere_sweep version of a deformed mesh cap.
> 
> Looking good! Now all you need to do is get some "cushion deformation" into the
> mesh (if you know what I mean; looking head-on, the wires should appear to
> "bend outward" where they're closer to the mike's central axis), so that they
> hit the "equator" at a shallower angle, and then you'll have the real thing.
> 
> 
>> Render time: 1hr29min. (dual core, 3.7b31) Radiosity on, no focal blur.
> 
> Hum, let's see what focal blur makes of it...
> 
> 
  9hr36min. Radiosity and some subtle focal blur. I'm happy with how it 
turned out. It does have that 'cushion deformation', I went and took 
some reference photos of a real mic for reference.

I'd be willing to share the math if someone is interested, though I'd 
need to clean it up a bit.
The general idea I did was start with a square grid (one axis at a 
time), do some contractions based on the cosine of the i and j positions 
(the matrix iterating variables, x and z really), then drop it onto a 
sphere by saying 'point.y=sqrt(abs(r^2-x^2-z^2))', then tuck any points 
outside the radius down underneath the equator and CSG difference them 
out. The intermeshing was by taking each point and pushing it in or out 
in the sphere normal direction by the wire diameter, alternating each 
time. A fun side effect of this method is that if I have the number of 
wires even, then they all bend into each other instead of missing.


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Attachments:
Download 'microphone.png' (283 KB)

Preview of image 'microphone.png'
microphone.png


 

From: m a r c
Subject: Re: Microphone thing
Date: 18 Mar 2009 03:09:50
Message: <49c09e3e@news.povray.org>
Yes I'd buy this one :-)
I  can feel its weight in my hand

Marc


49c03362@news.povray.org...
> clipka wrote:
>> CShake <cshake+pov### [at] gmailcom> wrote:
>>> Here's a test of a sphere_sweep version of a deformed mesh cap.
>>
>> Looking good! Now all you need to do is get some "cushion deformation" 
>> into the
>> mesh (if you know what I mean; looking head-on, the wires should appear 
>> to
>> "bend outward" where they're closer to the mike's central axis), so that 
>> they
>> hit the "equator" at a shallower angle, and then you'll have the real 
>> thing.
>>
>>
>>> Render time: 1hr29min. (dual core, 3.7b31) Radiosity on, no focal blur.
>>
>> Hum, let's see what focal blur makes of it...
>>
>>
>  9hr36min. Radiosity and some subtle focal blur. I'm happy with how it
> turned out. It does have that 'cushion deformation', I went and took
> some reference photos of a real mic for reference.
>
> I'd be willing to share the math if someone is interested, though I'd
> need to clean it up a bit.
> The general idea I did was start with a square grid (one axis at a
> time), do some contractions based on the cosine of the i and j positions
> (the matrix iterating variables, x and z really), then drop it onto a
> sphere by saying 'point.y=sqrt(abs(r^2-x^2-z^2))', then tuck any points
> outside the radius down underneath the equator and CSG difference them
> out. The intermeshing was by taking each point and pushing it in or out
> in the sphere normal direction by the wire diameter, alternating each
> time. A fun side effect of this method is that if I have the number of
> wires even, then they all bend into each other instead of missing.
>


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From: clipka
Subject: Re: Microphone thing
Date: 18 Mar 2009 07:25:01
Message: <web.49c0d97050afc3e3c29bae850@news.povray.org>
CShake <cshake+pov### [at] gmailcom> wrote:
>   9hr36min. Radiosity and some subtle focal blur. I'm happy with how it
> turned out. It does have that 'cushion deformation', I went and took
> some reference photos of a real mic for reference.

Now *that's* the real thing indeed!


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From: CShake
Subject: Re: Microphone thing
Date: 22 Mar 2009 22:36:00
Message: <49c6f590@news.povray.org>
CShake wrote:
>  9hr36min. Radiosity and some subtle focal blur. I'm happy with how it 
> turned out. It does have that 'cushion deformation', I went and took 
> some reference photos of a real mic for reference.

I talked to some friends in my theatre, and got some comments about the 
texture on the handle being too smooth, so here's an updated shot 
(textures are the only change).

All I can say is that I hate mapping text in a texture, I can never get 
warp{cylindrical orientation z} to work the way I want it to, and it's 
annoying to put it in the right place.


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Attachments:
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Preview of image 'microphone2downsize.png'
microphone2downsize.png


 

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