POV-Ray : Newsgroups : povray.general : jigsaw globe Server Time
5 Nov 2024 11:17:56 EST (-0500)
  jigsaw globe (Message 1 to 9 of 9)  
From: CharlesM
Subject: jigsaw globe
Date: 21 Mar 2007 10:40:02
Message: <web.4601510c2964b21d41d1e2d30@news.povray.org>
Can anybody suggest how I might create a 3D model similar to that
demonstrated in the link.  I am a novice user and also intend to animate
such a model in Moray.

Hopefully this is the correct forum for such a request for help

http://www.istockphoto.com/file_closeup.php?id=2326392

kindest regards


Post a reply to this message

From: FrogRay
Subject: Re: jigsaw globe
Date: 21 Mar 2007 14:35:04
Message: <web.4601878b4ad5fc925a5a69050@news.povray.org>
"CharlesM" <nomail@nomail> wrote:
> Can anybody suggest how I might create a 3D model similar to that
> demonstrated in the link.  I am a novice user and also intend to animate
> such a model in Moray.
>
> Hopefully this is the correct forum for such a request for help
>
> http://www.istockphoto.com/file_closeup.php?id=2326392
>
> kindest regards

I'm not sure exactly how to do this but if I were to try - I would probably
look at using isosurfaces.

If you can get away with something that only looks like it's made as a
jigsaw - A sphere with an image-mapped texture might suffice.


Post a reply to this message

From: Tim Attwood
Subject: Re: jigsaw globe
Date: 22 Mar 2007 04:33:50
Message: <46024d7e$1@news.povray.org>
It's probably a mesh with a uv_map.
In Moray create a sphere, convert it to
a mesh, set subdivision something like 2x2,
make sure the uv_mapping is on, generate
a new cylindrical uv, make sure the texture
is attached then you should be able to see
what parts of the spherical map line up
with the default image, then you can
create a new image in a graphics editor
to fit your sphere. The seams in the puzzle
are probably just a seperate image with
just the seams treated as a bump map.

Once you get a spherical map of your
puzzle painted to look right you can
apply that map to a sphere primitive...
or try to actually make some notches
in the mesh with the mesh editor.


Post a reply to this message

From: Stephen
Subject: Re: jigsaw globe
Date: 22 Mar 2007 06:15:01
Message: <web.460264434ad5fc92f1cb1e660@news.povray.org>
"CharlesM" <nomail@nomail> wrote:
> Can anybody suggest how I might create a 3D model similar to that
> demonstrated in the link.  I am a novice user and also intend to animate
> such a model in Moray.
>
> Hopefully this is the correct forum for such a request for help
>
> http://www.istockphoto.com/file_closeup.php?id=2326392
>
> kindest regards

I would create it in Moray using CSG. Create a difference of two spheres to
give you the thickness of your jigsaw piece. Create the shape of the piece
using the prism object. Then use an intersection to create the finished
piece. To get chamfered edges I would convert it to a mesh then follow


Stephen


Post a reply to this message

From: Mike Williams
Subject: Re: jigsaw globe
Date: 22 Mar 2007 08:18:43
Message: <9wmszAAl8nAGFwXq@econym.demon.co.uk>
Wasn't it Stephen who wrote:
>"CharlesM" <nomail@nomail> wrote:
>> Can anybody suggest how I might create a 3D model similar to that
>> demonstrated in the link.  I am a novice user and also intend to animate
>> such a model in Moray.
>>
>> Hopefully this is the correct forum for such a request for help
>>
>> http://www.istockphoto.com/file_closeup.php?id=2326392
>>
>> kindest regards
>
>I would create it in Moray using CSG. Create a difference of two spheres to
>give you the thickness of your jigsaw piece. Create the shape of the piece
>using the prism object. Then use an intersection to create the finished
>piece. To get chamfered edges I would convert it to a mesh then follow
>Tims plan

That was my first thought, but then I wondered how to generate a set of
jigsaw pieces that tile the sphere. It's nowhere near as obvious as you
might think.

The reference image seems to use six different shapes, and it's not
obvious to me how to generate those shapes so that they fit correctly.

-- 
Mike Williams
Gentleman of Leisure


Post a reply to this message

From: CharlesM
Subject: Re: jigsaw globe
Date: 22 Mar 2007 08:45:02
Message: <web.4602882c4ad5fc9241d1e2d30@news.povray.org>
"FrogRay" <nomail@nomail> wrote:
> "CharlesM" <nomail@nomail> wrote:
> > Can anybody suggest how I might create a 3D model similar to that
> > demonstrated in the link.  I am a novice user and also intend to animate
> > such a model in Moray.
> >
> > Hopefully this is the correct forum for such a request for help
> >
> > http://www.istockphoto.com/file_closeup.php?id=2326392
> >
> > kindest regards
>
> I'm not sure exactly how to do this but if I were to try - I would probably
> look at using isosurfaces.
>
> If you can get away with something that only looks like it's made as a
> jigsaw - A sphere with an image-mapped texture might suffice.

Sorry no I am after final CSG pieces that I can manipulate separately in my
animation.  Mant thanks


Post a reply to this message

From: Stephen
Subject: Re: jigsaw globe
Date: 22 Mar 2007 09:30:02
Message: <web.460292954ad5fc92f1cb1e660@news.povray.org>
Mike Williams <nos### [at] econymdemoncouk> wrote:
> Wasn't it Stephen who wrote:
> >"CharlesM" <nomail@nomail> wrote:
> >> Can anybody suggest how I might create a 3D model similar to that
> >> demonstrated in the link.  I am a novice user and also intend to animate
> >> such a model in Moray.
> >>
> >> Hopefully this is the correct forum for such a request for help
> >>
> >> http://www.istockphoto.com/file_closeup.php?id=2326392
> >>
> >> kindest regards
> >
> >I would create it in Moray using CSG. Create a difference of two spheres to
> >give you the thickness of your jigsaw piece. Create the shape of the piece
> >using the prism object. Then use an intersection to create the finished
> >piece. To get chamfered edges I would convert it to a mesh then follow
> >Tims plan
>
> That was my first thought, but then I wondered how to generate a set of
> jigsaw pieces that tile the sphere. It's nowhere near as obvious as you
> might think.
>
> The reference image seems to use six different shapes, and it's not
> obvious to me how to generate those shapes so that they fit correctly.
>
> --
> Mike Williams
> Gentleman of Leisure


mathematically inclined I would hand craft them. Once you have created one
then you have the sides of four others and so on.

Stephen


Post a reply to this message

From: Trevor G Quayle
Subject: Re: jigsaw globe
Date: 22 Mar 2007 10:05:01
Message: <web.46029a704ad5fc92c150d4c10@news.povray.org>
> That was my first thought, but then I wondered how to generate a set of
> jigsaw pieces that tile the sphere. It's nowhere near as obvious as you
> might think.
>
> The reference image seems to use six different shapes, and it's not
> obvious to me how to generate those shapes so that they fit correctly.
>
> --
> Mike Williams
> Gentleman of Leisure

To create the pieces, you first need to subdivide your sphere into sections.
 It appears that what they have done is divide into 8 rows (or latitudes), 4
top and 4 bottom.  The very top and bottom ones are left as circles, the
second row from the top and bottom are divided by a specific number of
columns or longitudes (looks like 8) then the middle rows are divided into
twice that.  These sections can be used to define the nominal tile
dimensions, then you just need to add/subtract your interlocking bits
accordingly.

The are alternate ways of tiling the sphere as well.  Another option would
be to project a tiled cube onto the sphere surface which would give all the
tiles as 4-sided shapes.

-tgq


Post a reply to this message

From: Grassblade
Subject: Re: jigsaw globe
Date: 23 Mar 2007 17:10:01
Message: <web.46044e8f4ad5fc92f677fcac0@news.povray.org>
"CharlesM" <nomail@nomail> wrote:
> Can anybody suggest how I might create a 3D model similar to that
> demonstrated in the link.  I am a novice user and also intend to animate
> such a model in Moray.
>
> Hopefully this is the correct forum for such a request for help
>
> http://www.istockphoto.com/file_closeup.php?id=2326392
>
> kindest regards

The best I could do:


camera {
 location  <0, 10, -25>
 look_at <0, 0, 0>
 angle 25
 right x*image_width/image_height
}
light_source {<0,50,-10> colour rgb 1.25}

#declare aa=1;  //tangent on the outdent's 'bottleneck'
#declare tile=4; // tile size
#declare thick=0.25;// tile thickness
#declare rad=1.0; // radius circle making the outdent
//centre of circle tangent to the rad circle, to make a smooth outdent:
#declare x0=(1+rad)*aa/sqrt(aa*aa+1);
#declare y0=-x0/aa;
#declare sphererad=2; // sphere radius

#declare flatoutdent=
union{
    cylinder{<0,0,0>,<0,0,-thick>, 1}
    difference{
         box{<-1,-0.75,-thick>, <1,-sqrt(5)-0.5,0>}
         cylinder{<x0,y0,0.0001>, <x0,y0,-thick-0.0001>,rad}
         cylinder{<-x0,y0,0.0001>, <-x0,y0,-thick-0.0001>,rad}
         }
    };

#declare flatpiece=
difference{
 union{
  box{<-(tile)/2,-(tile)/2,-thick>,<(tile)/2,(tile)/2,0>}
  object{flatoutdent scale <0.75,0.45,1> translate (tile/2+sqrt(5)/2-0.1)*y}
      object{flatoutdent rotate z*180 scale <0.75,0.45,1> translate
(tile/2+sqrt(5)/2-0.1)*-y}
  }
    object{flatoutdent scale <0.75,0.45001,1.01> rotate z*90 translate
<tile/4,0,0.0001>}
 object{flatoutdent scale <0.75,0.45001,1.01> rotate z*-90 translate
<-tile/4,0,0.00001>}
     };

#declare spherepiece=
difference{
 intersection{
  object{flatpiece pigment{rgb x} scale <0.25,0.25,20> }
  sphere{ <0,0,0>, sphererad  pigment{rgb x}}
  }
  sphere{<0,0,0>, sphererad-thick  pigment{rgb x}}
  translate z*-sphererad
  };

#declare row=0;
union{
 #while (row<24)
 object{spherepiece rotate y*row*15}
 object{spherepiece rotate z*90 rotate y*15*(row+1) }
 object{spherepiece rotate x*30 rotate y*row*15}
 object{spherepiece rotate x*-30 rotate y*row*15}
 object{spherepiece rotate z*90 rotate x*30 rotate y*15*(row+1) }
 object{spherepiece rotate z*90 rotate x*-30 rotate y*15*(row+1) }
 object{spherepiece rotate x*60 rotate y*row*15}
 object{spherepiece rotate x*-60 rotate y*row*15}
 object{spherepiece rotate z*90 rotate x*60 rotate y*15*(row+1) }
 object{spherepiece rotate z*90 rotate x*-60 rotate y*15*(row+1) }
#declare row=row+2;
 #end
  }
#declare row=0;
union{
 #while (row<24)
 object{spherepiece rotate x*15 rotate y*(row+1)*15}
 object{spherepiece rotate x*-15 rotate y*(row+1)*15}
 object{spherepiece rotate z*90 rotate x*15 rotate y*15*row }
 object{spherepiece rotate z*90 rotate x*-15 rotate y*15*row }
 object{spherepiece rotate x*45 rotate y*(row+1)*15}
 object{spherepiece rotate x*-45 rotate y*(row+1)*15}
 object{spherepiece rotate z*90 rotate x*45 rotate y*15*row }
 object{spherepiece rotate z*90 rotate x*-45 rotate y*15*row }
 #declare row=row+2;
 #end
}


I'm too lazy to fuse the two #while procedures. I could have sworn the
pieces should have tiled seamlessly, but the effect isn't bad, so I
refrained from redoing the math. I could also have sworn that a sphere
could be mapped by squares on its surface, but evidently it can't. You'll
have to make special pieces for the rows closer to the poles.

I think I'm going to use this for my RSOCP. :-p


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.