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"Maetes" <nomail@nomail> wrote:
> "Ton" <ton### [at] gmail com> wrote:
> > It has been a while, but chains and ropes are a lot of work.
> > I think I've finished the bow and bowsprit.
> > Now on with the deck houses.
>
> You have a completely different approach than I do.
>
> When I build something, then first the rough things, so that I can see where the
> journey is going, details come afterwards.
>
> You, on the other hand, seem to take on one thing down to the last detail, and
> only when it's finished, then something else comes.
>
> This is not a judgement, just an interesting insight.
>
> Ma
Well, we're all different, which is a good thing.
You create fine things as well, in your way.
My experience is that when I come back after a while, I have to get into it
again.
Now the bow is finished, and it can start collecting dust.
Cheers
Ton.
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"Ton" <ton### [at] gmail com> wrote:
> The bell and compass on the poop deck, the rudder wheel, the railing along the
> stern.
I modeled a naval bell to honor clipka's father.
It's yours if you'd like to use it.
I have a compass rosette kicking around somewhere as well.
If that helps you get that much farther.
Great work as always. :)
Merry Christmas.
#version 3.8;
global_settings {assumed_gamma 1.0 }
camera {
location <0, 2, -8>
right x*image_width/image_height
up y
look_at <0, 0, 0>
}
light_source {<1, 2, -5> rgb 1 shadowless}
sky_sphere {pigment {rgb 1}}
#declare bellSpline = array [12] {
< 3.4688, 0.0001>,
< 3.4688, 0.0002>,
< 3.0938, 0.4375>,
< 2.9375, 0.6250>,
< 2.4844, 1.3438>,
< 2.1719, 2.6094>,
< 2.0469, 4.4688>,
< 1.9063, 4.6875>,
< 1.7500, 4.8750>,
< 1.0313, 5.0938>,
< 0.0001, 5.1563>,
< 0.0001, 5.1564>
}
//============================================================================================================
// braided rope handle
#declare Lines = 5;
#declare Pitch = 2;
#declare Degree = (1/360);
#declare Rad = 0.002; // sphere radius
#declare Dia = Rad * 2;
#declare Cycles = 1;
#declare Freq = 1;
#declare R1 = 0.05; // radius of large spiral
#declare A = 0.01; //radius of small spiral
//#declare B = 1.5;
#declare H = 0.002; //large spiral pitch smaller = tighter
#declare W = 8; // pitch of small spiral - how many cycles around one loop
#declare C = 0.01; // amplitude of undulation 1
#declare U = 0.1; // undulation 2
#declare STEPS = 0.002*10;
#declare Strand1 = union {
#for (i, -(Cycles/2)*360, (Cycles/2)*360, STEPS)
#declare R = R1+(C*sin(U*i)); // adds undulation to cylindrical braid
#local Angle = Degree * i;
#local j = i + 45; /// rotates green strand 45 deg from red
#local Helix1_X = (R+A*cos(W*i))*cos(i);
#local Helix1_Z = (R+A*cos(W*i))*sin(i);
sphere {<0, 0, 0> Rad translate <Helix1_X, (H*i), Helix1_Z>} //weave
#end // end for i
} // end union
#declare Strand2 = union {
#for (i, -(Cycles/2)*360, (Cycles/2)*360, STEPS)
#declare R = R1+(C*sin(U*i)); // adds undulation to cylindrical braid
#local Angle = Degree * i;
#local j = i + 45; /// rotates green strand 45 deg from red
#local Helix2_X = (R+A*cos(W*j))*sin(j);
#local Helix2_Z = (R+A*cos(W*j))*cos(j);
sphere {<0, 0, 0> Rad translate <Helix2_X, (H*i), Helix2_Z>} //weave
#end // end for i
} // end union
#declare AllStrands = union {
#for (k, 1, W, 2)
object {Strand1 rotate y*k*(360/W)}
object {Strand2 rotate y*k*(360/W)}
#end // end for k
}
#declare Handle = object {AllStrands texture {pigment {rgb 1} normal {bumps
0.01}} scale 2};
//============================================================================================================
#declare arraySize = dimension_size (bellSpline, 1)-1;
#declare Rad = 0.1;
#declare Xmax = 0;
#declare Ymax = 0;
#declare Bell1 =
union {
cylinder {<0, 0, 0>, <0, (5.0938/2)+1, 0> 0.125}
sphere {0, 0.25}
torus {0.125, 0.125/4 rotate x*90 translate -y*0.25}
object {Handle translate -y*1}
sor {
arraySize+1,
#for (B, 0, arraySize)
#local NewSpline = bellSpline [B]/2;
//#debug concat ("B = ", str (B, 3, 1), "| Point = ", vstr (2, bellSpline [B],
",", 5, 1), "\n")
#declare Xmax = max (Xmax, NewSpline.x);
#declare Ymax = max (Ymax, NewSpline.y);
NewSpline,
#end
open
sturm
}
//texture { T_Gold_1B }
//texture { mtex }
pigment {rgb <1, 1, 0>}
}
object {Bell1}
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