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Yes, I could use a wood color map to apply to the Disc object, but then I
lose the radial transparency; the disc winds up looking looking like a
target or bullseye instead of 4 blades...
There's a sample at http://www.crewsr.net/images/sample.jpg
I have read the documentation, (but thanks for reminding me) and if
combining different types of color maps is covered somewhere (not layered
textures), please let me know what chapter.section it is in...
"Lenx" <len### [at] pandorabe> wrote in message
news:<3e972b93$1@news.povray.org>...
> check the documentation for that.
> you can use the wood pigment in a color map and then apply that into a
> pigment map with your rotorblades.
>
>
>
>
> "Robert C" <cre### [at] grunetnospam> schreef in bericht
> news:3e97171b@news.povray.org...
> > Hello,
> > I am experimenting with a way to simulate the motion blur of a spinning
> > rotor blade (like that of a helicopter). I have had promising results by
> > using a simple disc object with a Radial color map texture. The color
map
> > is such that a portion of the map slowly ramps from complete
transparency
> to
> > opacity, and then falls sharply back to complete transparency.
Increasing
> > Frequency to 4 makes the disc look like 4 individual blades spinning
> around
> > a center axis with the transparency emulating a trailing-edge motion
blur.
> >
> > My question is:
> > Is there a way combine the transparency map with a cylindrical color map
> > to give the appearance of bands or stripes painted onto the 'spinning
> > blades'?
> >
> >
> > TIA!
> >
> > Robert
> >
> >
>
>
"Lenx" <len### [at] pandorabe> wrote in message news:3e972b93$1@news.povray.org...
> check the documentation for that.
> you can use the wood pigment in a color map and then apply that into a
> pigment map with your rotorblades.
>
>
>
>
> "Robert C" <cre### [at] grunetnospam> schreef in bericht
> news:3e97171b@news.povray.org...
> > Hello,
> > I am experimenting with a way to simulate the motion blur of a
spinning
> > rotor blade (like that of a helicopter). I have had promising results
by
> > using a simple disc object with a Radial color map texture. The color
map
> > is such that a portion of the map slowly ramps from complete
transparency
> to
> > opacity, and then falls sharply back to complete transparency.
Increasing
> > Frequency to 4 makes the disc look like 4 individual blades spinning
> around
> > a center axis with the transparency emulating a trailing-edge motion
blur.
> >
> > My question is:
> > Is there a way combine the transparency map with a cylindrical color
map
> > to give the appearance of bands or stripes painted onto the 'spinning
> > blades'?
> >
> >
> > TIA!
> >
> > Robert
> >
> >
>
>
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/*
Hi Robert,
what you need is
6.7.1.4 Pigment Map
6.7.5.1 Texture Map
The following little but complete scene shows how a texture map can
be utilized to put stripes onto helicopter blades. The appearance
near the center isn't realistic (as seen at the auxiliary rotor),
but improved by composing the main rotor of an 'hollow' outer rotor,
an inner rotor and an axle.
Sputnik
*/
//----- START OF ROTOR ----------------------------------------------
// texture for the gaps between blades
#declare ClearTex = texture { pigment { color rgbt <0, 0, 0, 1> } }
// texture for blades
#declare BladeTex = texture {
pigment { onion
frequency 3
color_map {
[ .3 rgbt <1, 0, 0, .2> ]
[ .3 rgbt <1, 1, 1, .2> ]
}
}
finish { }
}
//texture for 'inner rotor'
#declare DarkTex = texture { pigment { color rgbt <.3, .3, .3, .2> } }
// rotor macro
#macro Rotor (Diameter, Hole, Blades, Width, Blur, Tex)
disc { 0, y, Diameter, Hole
texture { radial
frequency Blades
triangle_wave
texture_map {
[ Width Tex ]
[ Blur+Width ClearTex ]
}
}
}
#end//macro Rotor
// rotor of helicopter
Rotor (3 , 0.5, 6, .5, .2, BladeTex)
Rotor (0.5, 0 , 6, .1, .2, DarkTex)
cylinder { 0.1*y, -0.3*y, 0.1 texture { DarkTex } }
// 'helicopter'
union {
sphere { -y, 0.8 }
cone { <0, -0.7, 0>, 0.5, <4, -0.7, 0>, 0 }
texture { pigment { color rgb <1, .8, 0> } }
}
// auxiliary rotor
object { Rotor (1, 0, 4, .6, .2, BladeTex)
rotate 90*x
translate <4, -0.7, 0.2>
}
// ground plane, light, camera
plane { y, -3 texture { pigment { checker } } }
light_source { <1, 1, -1>*100, 1}
#camera { location <-6, 10, -15> look_at -y angle 25 }
//----- END OF ROTOR ------------------------------------------------
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