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>
> Good start. How did you model the hull: nurbs?
>
> --
> Thomas
Bedankt Thomas.
I used Blender, and transformed the obj output in mesh2, with normals.
Cheers
Ton.
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Op 30/03/2022 om 01:01 schreef Ton:
>>
>> Good start. How did you model the hull: nurbs?
>>
>> --
>> Thomas
>
> Bedankt Thomas.
> I used Blender, and transformed the obj output in mesh2, with normals.
>
Indeed, but what I mean: /within/ Blender, how was the hull surface
modelled? I do not use Blender so I thought maybe it was generated with
the help of a nurbs tool, which is not available in my Silo package.
From my experience, hulls are not very easy to model without it I
think, or some similar tool.
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 30/03/2022 om 01:01 schreef Ton:
> >>
> >> Good start. How did you model the hull: nurbs?
> >>
> >> --
> >> Thomas
> >
> > Bedankt Thomas.
> > I used Blender, and transformed the obj output in mesh2, with normals.
> >
>
> Indeed, but what I mean: /within/ Blender, how was the hull surface
> modelled? I do not use Blender so I thought maybe it was generated with
> the help of a nurbs tool, which is not available in my Silo package.
> From my experience, hulls are not very easy to model without it I
> think, or some similar tool.
>
> --
> Thomas
With the help of the hull profile plans I can determine the X, Y, and Z
coordinates of the hull. X is forward-backwards, Y is up-down, and Z is
left-right (or port-starboard). I start with a plane I subdivide when necessary.
In that way I work down the hull. When exporting to obj-file I (well, blender)
triangulates those rectangles. You see the result, quite convincing.
I have mirrored the hull, added the keel, which are povray objects from
roundedge.inc.
Cheers
Ton.
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Op 30-3-2022 om 12:09 schreef Ton:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Op 30/03/2022 om 01:01 schreef Ton:
>>>>
>>>> Good start. How did you model the hull: nurbs?
>>>>
>>>> --
>>>> Thomas
>>>
>>> Bedankt Thomas.
>>> I used Blender, and transformed the obj output in mesh2, with normals.
>>>
>>
>> Indeed, but what I mean: /within/ Blender, how was the hull surface
>> modelled? I do not use Blender so I thought maybe it was generated with
>> the help of a nurbs tool, which is not available in my Silo package.
>> From my experience, hulls are not very easy to model without it I
>> think, or some similar tool.
>>
>> --
>> Thomas
>
> With the help of the hull profile plans I can determine the X, Y, and Z
> coordinates of the hull. X is forward-backwards, Y is up-down, and Z is
> left-right (or port-starboard). I start with a plane I subdivide when necessary.
> In that way I work down the hull. When exporting to obj-file I (well, blender)
> triangulates those rectangles. You see the result, quite convincing.
> I have mirrored the hull, added the keel, which are povray objects from
> roundedge.inc.
>
> Cheers
> Ton.
OK, that is pretty much as I modelled my VOC ship (Dutch East Indies
Company) many years ago. I also used the profile plans in a similar way.
http://www.irtc.org/ftp/pub/stills/2005-04-30/direpass.jpg
This one was an earlier version (2005) built in Moray.
--
Thomas
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Maybe you know DELFTship? I have been using its free version:
https://www.delftship.net/delftship/
It is very comprehensive.
--
Thomas
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"Ton" <ton### [at] gmailcom> wrote:
> After a long hot summer, with the nights getting longer, and the days getting
> colder, it is time to start a new project. Maybe I'm overreaching myself, but
> the bar has to be higher every time.
> I decided to do the Balclutha, a steel-hulled, full-rigged ship, built in
> Glasgow in 1886.
> She is now a museum ship in San Fransisco.
> (https://en.wikipedia.org/wiki/Balclutha_(1886))
> The Library Of Congress website has detailed plans and photos of this ship, so I
> have all the information to model this ship. Here is the start:
>
> I've modeled one side of the hull, in Blender, exported the .obj-file, and
> created a mesh2-file.
>
> Cheers
> Ton.
Hi,
I don't understand why you don't export directly using the pov addon ?
I really need the feedback to improve if something is broken?
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> Hi,
> I don't understand why you don't export directly using the pov addon ?
> I really need the feedback to improve if something is broken?
I am using version 2.79, never went to 3. Too many changes, and I only use the
mesh editor.
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