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31 Oct 2024 19:31:01 EDT (-0400)
  Data's head (Message 1 to 3 of 3)  
From: Raf256
Subject: Data's head
Date: 24 Apr 2005 13:33:47
Message: <426bd87b@news.povray.org>
Remember Lt Cmdr Data from Star Trek TNG? I would like to model an skull (I
mean the part under skin / brain) that looks simmilar.

Or, something like a sphere shape with grid lines on it. How can I do it?

Most obvious approach would be to create an sphere and UV map it with gird
and/or cells based texture. I oculd do same with some blob to have better
shape.

But what if I want to uv-map real objects, not just texture? 

Like, if tehs "skin", surface, of the sphere would be taken off and placed
on a plane, than I would use cylinders to make grid, some small spheres and
other shapes to generate other objects. And then somehow I want to take
this skin and wrapp around sphere (or better - simple blob based object).

I also thought about shotting rays / tracing the sphere and doing UV
wrapping manually.

Any ideas?

-- 


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From: Raf256
Subject: Re: Data's head
Date: 24 Apr 2005 13:34:49
Message: <426bd8b9@news.povray.org>
Raf256 wrote:

> Or, something like a sphere shape with grid lines on it. How can I do it?


Oh, other example would be the Star of Death - take mean lines and boxes and
small objects (like shooting towers, guns, radars), place them in grid-like
pattern on a plane, then take the plane and wrap it arround the sphere.

-- 


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From: Slime
Subject: Re: Data's head
Date: 25 Apr 2005 00:55:02
Message: <426c7826$1@news.povray.org>
> But what if I want to uv-map real objects, not just texture?

Complex objects will be difficult to do this with (if the object is complex
enough, even trace() won't be able to get into all the little nooks and
crannies). But if you use a mesh, and load the mesh data (including,
possibly, UV coordinates) into arrays, you could then operate on each
triangle individually and place small objects along it.

If the object is really simple, like a sphere, then you could manually loop
around its surface (in terms of angles theta and phi) and place objects that
way.

 - Slime
 [ http://www.slimeland.com/ ]


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