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"LanuHum" <Lan### [at] yandex ru> wrote:
> Hi! I am interested in the question: is it possible to create a thread without a
> mesh of triangles? We need a smooth surface of the thread in the picture
> 38400x21600 (4K * 10)
Hi, Also, though it may be less physically accurate with respect to its
geometry,
this scene on Jaime Vives Piqueres site still works out of the box and features
a nice lighting and composition setup:
http://ignorancia.org/uploads/zips/boltstill.zip
....If you just drop all of the lightsys macro files within the same folder :
http://ignorancia.org/uploads/zips/lightsys4b.zip
Post a reply to this message
Attachments:
Download 'boltstill.png' (374 KB)
Preview of image 'boltstill.png'

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"Bald Eagle" <cre### [at] netscape net> wrote:
> > "LanuHum" <Lan### [at] yandex ru> wrote:
> > > Hi! I am interested in the question: is it possible to create a thread
> > > without a mesh of triangles?
>
> "Cousin Ricky" <rickysttATyahooDOTcom> wrote:
> > https://news.povray.org/5eec257c%241%40news.povray.org
>
> There is also this thread:
>
http://news.povray.org/povray.general/thread/%3Cweb.64ff068eb373d57cf00fef66b571e5b2%40news.povray.org%3E/
>
> Always do a search for "prior art" when trying to accomplish a task.
> "povray screw threads" or similar.
>
> I'm sure there are several similar projects in the newsgroups - I know that I
> have modeled screw threads and drill bits, and other helical shapes in the past.
>
> - BE
Thanks. I tried to search, but immediately the word spiral thread is associated
with the hyper threads of a computer processor. )))
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"Mr" <m******r******at_hotmail_dot_fr> wrote:
> "LanuHum" <Lan### [at] yandex ru> wrote:
> > Hi! I am interested in the question: is it possible to create a thread without a
> > mesh of triangles? We need a smooth surface of the thread in the picture
> > 38400x21600 (4K * 10)
>
> Hi, Also, though it may be less physically accurate with respect to its
> geometry,
> this scene on Jaime Vives Piqueres site still works out of the box and features
> a nice lighting and composition setup:
> http://ignorancia.org/uploads/zips/boltstill.zip
> ....If you just drop all of the lightsys macro files within the same folder :
> http://ignorancia.org/uploads/zips/lightsys4b.zip
Hi! Thanks, I saw a height_field in the file. This is a bad decision for my
purpose. Scattering media with photons example + drum kit. 2 Up pictures from
documentation and demo scenes. I want to create a real scene based on two
examples from the documentation. The camera will be in different locations. In
some cases, this spiral thread will be perfectly visible.I need clear, smooth
lines with no signs of a low-poly gamedev.
Post a reply to this message
Attachments:
Download 'idea.jpg' (188 KB)
Preview of image 'idea.jpg'

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"LanuHum" <Lan### [at] yandex ru> wrote:
> "Mr" <m******r******at_hotmail_dot_fr> wrote:
> > "LanuHum" <Lan### [at] yandex ru> wrote:
> > > Hi! I am interested in the question: is it possible to create a thread without a
> > > mesh of triangles? We need a smooth surface of the thread in the picture
> > > 38400x21600 (4K * 10)
> >
> > Hi, Also, though it may be less physically accurate with respect to its
> > geometry,
> > this scene on Jaime Vives Piqueres site still works out of the box and features
> > a nice lighting and composition setup:
> > http://ignorancia.org/uploads/zips/boltstill.zip
> > ....If you just drop all of the lightsys macro files within the same folder :
> > http://ignorancia.org/uploads/zips/lightsys4b.zip
>
> Hi! Thanks, I saw a height_field in the file. This is a bad decision for my
> purpose. Scattering media with photons example + drum kit. 2 Up pictures from
> documentation and demo scenes. I want to create a real scene based on two
> examples from the documentation. The camera will be in different locations. In
> some cases, this spiral thread will be perfectly visible.I need clear, smooth
> lines with no signs of a low-poly gamedev.
Why do you mention low poly? it's non-mesh... also the heightfield is used only
for the head, which you don't need.
But anyway many other answers before I mentioned Jaime's offer other non-mesh
alternatives so by now, you end up having too many options, so you need more
time to just pick one of them :-P The scene will be awesome!
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"LanuHum" <Lan### [at] yandex ru> wrote:
>
> Thank you. I understand macros very poorly, but I can create a spiral from a
> sphere_sweep. Then subtract the spiral from the cylinder. But, I want to achieve
> a realistic profile.
Either of the isosurface solutions Robert Munyer and I posted would satisfy this
profile.
https://news.povray.org/5eec257c%241%40news.povray.org
https://news.povray.org/875zph8073.fsf%40munyer.com
Post a reply to this message
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"Mr" <m******r******at_hotmail_dot_fr> wrote:
> Why do you mention low poly? it's non-mesh... also the heightfield is used only
> for the head, which you don't need.
> But anyway many other answers before I mentioned Jaime's offer other non-mesh
> alternatives so by now, you end up having too many options, so you need more
> time to just pick one of them :-P The scene will be awesome!
My dear friend, I need a version that will be included in our Pov@ble addon. You
have to understand that I'm not going to write a pov file with my hands, but I'm
going to get it from a blender.
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"To create threads in Blender, enable the built-in "Bolt Factory" add-on in Edit
> Preferences > Add-ons. Once active, press Shift+A, select Mesh, and choose
Bolt to generate customizable threaded bolts or nuts. Adjust settings like
Major/Minor Pitch for size and Crest/Root for shape."
- BE
Post a reply to this message
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"Cousin Ricky" <rickysttATyahooDOTcom> wrote:
> "LanuHum" <Lan### [at] yandex ru> wrote:
> >
> > Thank you. I understand macros very poorly, but I can create a spiral from a
> > sphere_sweep. Then subtract the spiral from the cylinder. But, I want to achieve
> > a realistic profile.
>
> Either of the isosurface solutions Robert Munyer and I posted would satisfy this
> profile.
>
> https://news.povray.org/5eec257c%241%40news.povray.org
> https://news.povray.org/875zph8073.fsf%40munyer.com
Thanks. The best option for me is this:
isosurface { //-------------------------------------------------------------
function{
f_helix1(
x,y,z,
1, // number of helixes, (1 = single helix, 2 = double helix etc.)
44, // period, turns on the length of 2*pi
0.07, // minor radius,
0.8, // major radius,
1, // shape parameter,
0.3, // cross section type, (0.0 to 1.0 = square ... rounded to circle
// over 2.0 to 3.0 = rounded to diamond and
concave diamond
45 // cross section rotation angle
)
}
contained_by {box {<-1,-1,-1>,<1,1,1>}}
max_gradient 8
texture{ pigment{ color rgb <1,0.9,0.5>}
finish {specular 0.1 roughness 0.1 phong 0.2}
}
} // end of isosurface -------------------------------------------------------
Proper geometry with a radius on the edge and little text.
Mr, this needs to be added to the Pov@ble Blender addon : Menu Add/ Povray
shapes / Add Thread/ )))
Post a reply to this message
Attachments:
Download 'scene.jpg' (51 KB)
Preview of image 'scene.jpg'

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"Bald Eagle" <cre### [at] netscape net> wrote:
> "To create threads in Blender, enable the built-in "Bolt Factory" add-on in Edit
> > Preferences > Add-ons. Once active, press Shift+A, select Mesh, and choose
> Bolt to generate customizable threaded bolts or nuts. Adjust settings like
> Major/Minor Pitch for size and Crest/Root for shape."
>
> - BE
Create that bolt in the blender for the entire scene, select the render Cycles,
set the output image size to 38400x21600 and count the seconds until the
computer dies.
Post a reply to this message
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"LanuHum" <Lan### [at] yandex ru> wrote:
> Create that bolt in the blender for the entire scene, select the render Cycles,
> set the output image size to 38400x21600 and count the seconds until the
> computer dies.
> Thanks. The best option for me is this:
>
> isosurface {
So, I'm trying to understand: you're trying to model this in POV-Ray or Blender?
A helix is a fairly simple thing to model, and you could make one with the exact
profile that you want by creating a mesh with smooth triangles.
The basic helix is:
X = radius * cos (T);
Y = B * T;
Z = radius * sin (T);
And you just sort of model the profile, spin it a bit, and make quads that you
split into triangles. If you go around once, you can probably just make that one
small mesh and union {} together a string of them.
- BE
Post a reply to this message
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