|
|
Dear All,
I am trying to model a truck in Povray and I want to make it look as
realistic as possible. I posted the code that I have so far so that you can
see what I have done. The problem that I have currently is with getting the
front of the truck (and the truck in general) to look more smooth than it
is right now. Any suggestions? Anything I missed?
Sincerely,
Christopher Koeber
Posted Code:
light_source {
<0.366667, 3.56561, 11.2632>, rgb <1, 1, 1>
}
union {
difference {
superellipsoid {
<0.05, 0.05>
pigment {
color rgb <1, 0.0509804, 0.192157>
}
scale <3.1, 2, 4>
rotate <0, 0, 0>
translate <0, 1, 4.9>
}
box {
<-3.70098, 1.00048, 4.87142>, <3.70555, 3.34414, 9.29665>
pigment {
color rgb <1, 0.0509804, 0.192157>
}
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
}
superellipsoid {
<0.05, 0.05>
pigment {
color rgb <1, 0.0509804, 0.192157>
}
scale <3.1, 1, 1.4>
rotate x*45
translate <0, 1.3, 5.1>
}
}
union {
//*PMName Truck Bed
difference {
//*PMName Wheel Wells
union {
superellipsoid {
<1, 0.3>
scale <1, 1, 0.7>
rotate y*90
translate <2.4, -0.9, -4.5>
}
superellipsoid {
<1, 0.3>
scale <1, 1, 0.7>
rotate y*90
translate <-2.4, -0.9, -4.5>
}
}
box {
<-4.21548, -3.63248, -5.61604>, <4.28797, -1.01572, -3.10587>
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
pigment {
color rgb <1, 0.0509804, 0.192157>
}
}
difference {
//*PMName Rear Truck Space
superellipsoid {
<0.05, 0.05>
scale <3.1, 1, 4>
rotate <0, 0, 0>
translate z*(-2.8)
pigment {
color rgb <1, 0.0509804, 0.192157>
}
hollow false
}
box {
<-2.87757, -0.850524, -8.16499>, <2.80099, 1.70674, 0.938468>
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
pigment {
color rgb <0.490196, 0.490196, 0.490196>
}
}
}
}
global_settings {
assumed_gamma 1.5
noise_generator 2
}
light_source {
<0.0944256, 2.99936, 2.79611>, rgb <1, 1, 1>
}
camera {
perspective
location <0.330511, 4.5048, 15.6322>
sky <0, 1, 0>
direction <0, 0, 1>
right <1.33333, 0, 0>
up <0, 1, 0>
look_at <0, 0, 0>
}
Post a reply to this message
|
|
|
|
Dear Jim,
Thanks for your help, but I never did NURBS modelling before. As a
matter of fact I am pretty new to 3d graphics all together. Where do I go
to learn the basics of modelling with NURBS in blender, as that is the
modeller that I have which supports NURBS? Thank you very much for your
time and consideration.
Sincerely,
Christopher Koeber
Jim Charter wrote:
> Getting geometric shapes that smooth at the edges and smoothly fillet
> together at joints, such as you find with automobile bodies, is a matter
> of constant invention and modelling skill. Basically it is done best
> with NURBS modellers, like Rhino, (since I think that long before
> computer graphics, modelling prototypes for automobile designs was what
> splines were originally invented for), or the more recent polygonal mesh
> modellers, like Wings. In POV this can be achieved also through
> dexterous use of the bicubic patch. Many do this with hand coding. A
> modeller that produces results in bicubic patches is Hamapatch,
> successor to sPatch.
>
> If you want to use solids your options include some use of differencing,
> and intersection to try and approximate the smoothing you want. There
> are various macros for producing rounded boxes from spheres, cylinders,
> and boxes for instance. There is also a rounded box available with
> isosurfaces.
>
> Isosurfaces give the means to get a variety of geometric shapes to
> smooth together like blobs. The blob primitive itself only supports
> cylinders and spheres. With inventive use of scaling the basic blob can
> go a long way towards a believeable autobody. The use of isosurfaces
> could push it farther.
Post a reply to this message
|
|