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I am trying to make an hourglass and I cannot get the settings right.
Would some kind person give me some starting values for a realistic
looking sandglass? Or suggest another method as I have never managed to
work successfully with blobs.
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
> I am trying to make an hourglass and I cannot get the settings right.
> Would some kind person give me some starting values for a realistic
> looking sandglass? Or suggest another method as I have never managed to
> work successfully with blobs.
An hourglass shape is much easier to achieve with the sor object.
--
- Warp
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Greetings,
Le 13/10/2012 15:04, Stephen nous fit lire :
> I am trying to make an hourglass and I cannot get the settings right.
> Would some kind person give me some starting values for a realistic
> looking sandglass? Or suggest another method as I have never managed to
> work successfully with blobs.
>
Why did you choose blob ?
Have a look in the portfolio the o_shapesq12: the Lemniscate.
Or in scenes/objects/quartic/lemnisca.pov
and scenes/objects/quartic/lemnisc2.pov
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On 13-10-2012 15:31, Warp wrote:
> An hourglass shape is much easier to achieve with the sor object.
>
...and for the sand inside, you can use sor too.
(lathe is another option)
Thomas
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On 13/10/2012 2:39 PM, Le_Forgeron wrote:
> Why did you choose blob ?
>
It just seemed the right object, for a blown glass shape, to me.
> Have a look in the portfolio the o_shapesq12: the Lemniscate.
>
I did, or rather I tried the function f_lemniscate_of_gerono(x,y,z, P0).
But the halves come together at a point, making it hard for the sand to
get through. ;-)
A good suggestion if I did not want a close shot.
--
Regards
Stephen
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On 13/10/2012 2:31 PM, Warp wrote:
> Stephen <mca### [at] aol com> wrote:
>> I am trying to make an hourglass and I cannot get the settings right.
>> Would some kind person give me some starting values for a realistic
>> looking sandglass? Or suggest another method as I have never managed to
>> work successfully with blobs.
>
> An hourglass shape is much easier to achieve with the sor object.
>
Duh! I did not even think of that. It would have been the first thing I
thought of a couple of years ago.
Thanks.
--
Regards
Stephen
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On 13/10/2012 2:51 PM, Thomas de Groot wrote:
>>
>
> ....and for the sand inside, you can use sor too.
>
The glass will be lying on its side, so we will see.
> (lathe is another option)
Probably a better one as it uses splines.
--
Regards
Stephen
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Le 13/10/2012 16:08, Stephen nous fit lire :
> On 13/10/2012 2:39 PM, Le_Forgeron wrote:
>> Why did you choose blob ?
>>
>
> It just seemed the right object, for a blown glass shape, to me.
>
>> Have a look in the portfolio the o_shapesq12: the Lemniscate.
>>
>
> I did, or rather I tried the function f_lemniscate_of_gerono(x,y,z, P0).
> But the halves come together at a point, making it hard for the sand to
> get through. ;-)
>
> A good suggestion if I did not want a close shot.
Merge it with a small cylinder where it is not thick enough (and I have
a preference for the quartic form, probably my old age)
something along:
difference {
merge {
outer_lemniscate
cylinder_at_point
}
inner_lemniscate
material { glass... }
}
For once, the point of the lemniscate seems good for the bottleneck (or
you can also add a cylinder too.
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On 13/10/2012 4:09 PM, Le_Forgeron wrote:
> Merge it with a small cylinder where it is not thick enough (and I have
> a preference for the quartic form, probably my old age)
An excellent suggestion but I will "'fess up".
I use a modeller that does not support quartics and although I could
include the code. This is supposed to be a quick and dirty image, so I
will stick with using lathes. (Probably my old age)
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
> I am trying to make an hourglass and I cannot get the settings right.
> Would some kind person give me some starting values for a realistic
> looking sandglass? Or suggest another method as I have never managed to
> work successfully with blobs.
>
> --
> Regards
> Stephen
As ever a good starting point is the old IRTC. First topic was "time" and
contained at least four useable hourglasses. (What means the POV-code is quite
running without bigger efforts.) There was another one later, but I cannot find
it so soon. As I think you are interested in quick solutions ;-), maybe this
hint helps. Of course all other proposed ideas here are quit right.
Best regards,
Michael
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On 13/10/12 19:44, Stephen wrote:
> will stick with using lathes. (Probably my old age)
Just remember to move the camera a tiny bit up if you see these pesky
black lines... ;)
--
Jaime
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On 13/10/2012 7:47 PM, Jaime Vives Piqueres wrote:
> On 13/10/12 19:44, Stephen wrote:
>> will stick with using lathes. (Probably my old age)
>
>
> Just remember to move the camera a tiny bit up if you see these pesky
> black lines... ;)
>
An old friend. ;-)
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
> On 13/10/2012 2:51 PM, Thomas de Groot wrote:
> > ....and for the sand inside, you can use sor too.
> The glass will be lying on its side, so we will see.
That's ok - make a complete inner sor (or lathe), then intersect it with a 'sand
level' plane to get sand sitting along the inside.
> > (lathe is another option)
> Probably a better one as it uses splines.
I often use Inkscape for making POV-Ray lathes - it can export the splines in
..pov format.
Better yet, having seen everyone's excellent physics simulations recently,
create the hourglass in Blender, add 10^12 sand grains, run your simulation, and
export the resulting gajillion GB of transformation data to POV-Ray! ;-)
Bill
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"MichaelJF" <mi-### [at] t-online de> wrote:
>
> As ever a good starting point is the old IRTC. First topic was "time" and
> contained at least four useable hourglasses. (What means the POV-code is quite
> running without bigger efforts.) There was another one later, but I cannot find
> it so soon. As I think you are interested in quick solutions ;-), maybe this
> hint helps. Of course all other proposed ideas here are quit right.
>
I must admit that the IRTC is a resource I seldom use. I don’t know why as there
is some fine images there. I could do with studying some of the texture masters.
Stephen
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"Bill Pragnell" <bil### [at] hotmail com> wrote:
> Stephen <mca### [at] aol com> wrote:
> > On 13/10/2012 2:51 PM, Thomas de Groot wrote:
> > > ....and for the sand inside, you can use sor too.
> > The glass will be lying on its side, so we will see.
>
> That's ok - make a complete inner sor (or lathe), then intersect it with a 'sand
> level' plane to get sand sitting along the inside.
>
Yes, that is the way I’ve done it. Only I used a reference of the inner Lathe.
> > > (lathe is another option)
> > Probably a better one as it uses splines.
>
> I often use Inkscape for making POV-Ray lathes - it can export the splines in
> ..pov format.
>
>
I must try Inkscape, I have heard nothing but good about it. But first I need to
dig out my graphics tablet. I find that Bishop3D is quite good. Besides
manipulating the points of a spline, you can export the Pov script, manipulate
them and import them again. And you get a visualisation of the surface.
> Better yet, having seen everyone's excellent physics simulations recently,
> create the hourglass in Blender, add 10^12 sand grains, run your simulation, and
> export the resulting gajillion GB of transformation data to POV-Ray! ;-)
>
Ooo! That is a good idea. I don’t think. ;-)
This started out as a quick doodle for a logo and it is turning into a project.
Firstly I created the outside bulb and scaled a reference to difference for the
inside. Then I referenced the difference for the other half. This gave me
banding as if the thickness of the glass was not constant.
The next try was to copy the outside spline and manually move the spline points
to get the wall thickness constant. This gives better results but talk about
slow rendering (max_trace_level = 6) and there seems to be a bloom on one of the
bulbs.
I might post some WIPs.
Stephen
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"Stephen" <mcavoys_AT_aolDOT.com> wrote:
> I must try Inkscape, I have heard nothing but good about it. But first I need to
> dig out my graphics tablet.
You don't really need a graphics tablet, although I expect it makes it easier.
> I find that Bishop3D is quite good. Besides
> manipulating the points of a spline, you can export the Pov script, manipulate
> them and import them again. And you get a visualisation of the surface.
Ah well, an accurate preview of the surface is quite important, I'd stick with
Bishop3D in that case!
> I might post some WIPs.
Please do!
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"Bill Pragnell" <bil### [at] hotmail com> wrote:
> "Stephen" <mcavoys_AT_aolDOT.com> wrote:
> You don't really need a graphics tablet, although I expect it makes it easier.
>
> > I find that Bishop3D is quite good. Besides
> > manipulating the points of a spline, you can export the Pov script, manipulate
> > them and import them again. And you get a visualisation of the surface.
>
> Ah well, an accurate preview of the surface is quite important, I'd stick with
> Bishop3D in that case!
>
I don't know how accurate it is, actually.
> > I might post some WIPs.
>
> Please do!
Okay, done in p.b.i. under Lathe problems.
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"Stephen" <mcavoys_AT_aolDOT.com> wrote:
> I must admit that the IRTC is a resource I seldom use.
Of course it's a personal style question.
Personally I always look first to existent codes.
One good spline hourglass solution comes frm Tekno Frannansa (IRTC round
Desert), which I changed a bit for a wallpaper of my own...
Code is:
//our time is running out, our time is running out, can't put us on the ground,
you can't stop us screaming out, how did it come to this?
//+kfi0 +kff1 (remove these to render only pass 2)
//scene switches, these sometimes get overridden later.
#if (1)
//standard
#declare glassEnabled = on;
#declare rad = on;
#declare useRadFile = off;
#declare areaLights = on;
#declare hfMip = 0;
#declare maxInter = 12;
#else
//low quality test
#declare glassEnabled = off;
#declare rad = off;
#declare useRadFile = off;
#declare areaLights = off;
#declare hfMip = 2;
#declare maxInter = 10;
#end
#include "rad_def.inc"
#include "shapes.inc"
global_settings {
assumed_gamma 2.2
max_intersections maxInter
#if (rad)
radiosity {
brightness 1
#if (!useRadFile | frame_number<final_frame)
Rad_Settings(Radiosity_Fast,on,on)
#declare radRender = on;
#end
gray_threshold 0
}
#end
}
#if (rad)
#default { pigment { rgb 1 } finish { diffuse .7 ambient 0 } }
#else
#default { pigment { rgb 1 } finish { diffuse .7 ambient .3 } }
#end
#declare hourglassSpline = array[9] {
<1, -9>,
<1, -1>,
<0.87, -0.5>,
<0.12, -0.1>,
<0.007, 0>,
<0.12, 0.1>,
<0.87, 0.5>,
<1, 1>,
<1, 9>
}
#declare hourglassNumPoints = dimension_size (hourglassSpline,1);
#declare hourglassShapeInner =
sor {
hourglassNumPoints
#local i=0;
#while (i < hourglassNumPoints)
hourglassSpline[i]
#local i = i+1;
#end
sturm
scale <1,1.5,1>
}
#declare hourglassShapeInnerShift = //nudge outwards fractionally
#local f = 0.005;
sor {
hourglassNumPoints
#local i=0;
#while (i < hourglassNumPoints)
hourglassSpline[i]+f*u
#local i = i+1;
#end
sturm
scale <1,1.5,1>
}
#declare hourglassShapeOuter =
#local f = 0.01;
sor {
hourglassNumPoints
#local i=0;
#while (i < hourglassNumPoints)
hourglassSpline[i]*<.92,.99>+<.08,0>+f*u
#local i = i+1;
#end
sturm
scale <1,1.5,1>
}
//hourglass objects, origin = pinch in the glass.
union {
#declare sand =
texture {
pigment {
//checker rgb 0, rgb 1 scale .3 //surreal!
crackle
solid
scale 0.001
#local f=1;//.7; //radiosity tends to multiply the colour by itself (through
interreflection) so balance for that. maybe, or could use gray_threshold
colour_map {
[0 rgb <pow(0.9,f),pow(.8,f),pow(0.5,f)>] //0.9,0.8,0.5
[1 rgb <pow(1,f),pow(1,f),pow(0.9,f)>] //1,1,0.9
}
}
finish {
//specular 1 roughness 0.01
phong 1 phong_size 100
}
normal {
facets 1
coords 1
scale 0.001
}
}
//upper sand
intersection {
object { hourglassShapeInner }
height_field {
function 512/pow(2,hfMip), 512/pow(2,hfMip) {
max(0,0.13+0.15*sin(pi*20*sqrt((x-0.5)*(x-0.5)+(y-0.5)*(y-0.5))))
}
translate -.5
scale <2,0.4,2>
translate 0.2*y
}
plane {-y,-0.02 }
texture { sand }
no_shadow
}
//lower sand
intersection {
object {hourglassShapeInner}
height_field {
function 2048/pow(2,hfMip),2048/pow(2,hfMip) {//why do programmers always use
power of 2's???! :)
pigment {
average
pigment_map {
[1 spotted translate 7/0.6 scale 0.6]
[0.03 spotted scale <0.01,0.05,0.05> rotate 47 warp { turbulence 0.2
octaves 2 } ]
}
}
}
smooth
translate -0.5
scale <2,0.8,2>
translate -0.7*y
}
texture { sand }
}
//falling sand
union {
cylinder { <0,0,0>, <0,1,0>, .01 }
hollow on
texture {
pigment_pattern {
slope { -z }
pigment_map {
[0 rgb 0]
[1
average
pigment_map {
[0.2 gradient y poly_wave 5]
[1 crackle solid scale 0.001]
}
]
}
}
texture_map {
[0.4 pigment { rgbt 1 }]
[0.4 sand]
}
}
scale 0.721*y
translate -0.7*y
}
//pile of sand
cone { -0.7*y, 0.2, -0.5*y, 0 texture { sand } }
//glass
#if (glassEnabled)
difference {
object { hourglassShapeOuter }// scale <1.03,.99,1.03> }
object { hourglassShapeInnerShift } //avoid coincidence with sand.
texture {
pigment { rgbt 1 }
finish { phong 2 phong_size 600 reflection { 0, 1 fresnel } conserve_energy }
}
interior_texture {
pigment { rgbt 1 }
finish { reflection { 0, 1 fresnel } conserve_energy } //no specular
}
interior { ior 1.5 }
}
#end //glassEnabledg
#ifdef (radRender)
//infinite desert
plane { y, -1 texture { sand } }
#else
//background
plane { -z, -1000 pigment { rgb 0 } no_reflection no_shadow }
#end
translate <-0.5,0.4,1.5>
scale 1000 //fix some accuracy problems in the mesh. Looks like pov's got a
hard coded threshold...
}
#declare BC = <pow(4/7,1/2.2),pow(5.5/7,1/2.2),1>;
sky_sphere {pigment {planar colour_map {[0 rgb
0.3*<pow(BC.x,4),pow(BC.y,4),pow(BC.z,4)>*1.5][1 rgb 0.7*BC*1.5]}}}
fog {
fog_type 2
colour rgb BC*0.3
distance 100*100
fog_alt 6*100
fog_offset -7*100
}
fog {
fog_type 2
colour rgb (1-BC)*0.5
distance 500*100
fog_alt 15*100
fog_offset -7*100
}
//use a bit of 3 point lighting, but let saved rad be the fill light
light_source { <3,2,-1>*10000, rgb <1,0.9,0.7>*0.8 //key
#if (areaLights) area_light z*2000,y*2000,4,4 adaptive 1 orient jitter #end
}
light_source { <0.2,1,3>*10000, rgb 1.2*<1,0.9,0.7>*0.8 //highlight
#if (areaLights) area_light x*10000,y*10000,4,4 adaptive 1 orient jitter #end
}
camera {
right -x*image_width/image_height
up y
direction z*1
angle 100
scale 1000
}
// End of code
Have fun
Norbert
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On 17/10/2012 4:57 PM, Norbert Kern wrote:
> "Stephen" <mcavoys_AT_aolDOT.com> wrote:
>
>> >I must admit that the IRTC is a resource I seldom use.
> Of course it's a personal style question.
> Personally I always look first to existent codes.
>
> One good spline hourglass solution comes frm Tekno Frannansa (IRTC round
> Desert), which I changed a bit for a wallpaper of my own...
Thanks Norbert.
Looking at Tek's code has made me realise that it would be simpler to
use one SOR for both the bulbs rather than mirroring one bulb.
--
Regards
Stephen
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