POV-Ray : Newsgroups : povray.newusers : Help with Modeling a Truck Server Time
26 Nov 2024 15:03:01 EST (-0500)
  Help with Modeling a Truck (Message 1 to 7 of 7)  
From: Christopher Koeber
Subject: Help with Modeling a Truck
Date: 14 Apr 2004 22:55:50
Message: <407df9b6@news.povray.org>
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

From: Hughes, B 
Subject: Re: Help with Modeling a Truck
Date: 15 Apr 2004 03:58:45
Message: <407e40b5$1@news.povray.org>
"Christopher Koeber" <c_k### [at] myrealboxcom> wrote in message
news:407df9b6@news.povray.org...
> Dear All,

That must include me too.

> 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?

The box being differenced from the first superellipsoid (for the truck front
end) is creating the sharp edged upper side. You could use just the
superellipsoid itself, no CSG done to it, and just round it out more by
using larger numbers, e.g. <0.15,0.15>. It would need to be scaled smaller
in the y and moved downward (-y) some too.

Maybe that's of some help, just not sure if I guessed exactly right about
what you were asking.

Bob H.


Post a reply to this message

From: Jim Charter
Subject: Re: Help with Modeling a Truck
Date: 15 Apr 2004 08:58:11
Message: <407e86e3$1@news.povray.org>
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

From: Christopher Koeber
Subject: Re: Help with Modeling a Truck
Date: 15 Apr 2004 17:13:52
Message: <407efb10@news.povray.org>
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

From: Christopher Koeber
Subject: Re: Help with Modeling a Truck
Date: 15 Apr 2004 17:16:54
Message: <407efbc5@news.povray.org>
Dear Mr. Hughes,
        Thanks, that help a bit. I was wondering what I could of done 
to make that part of the truck better!
Sincerely,
Christopher Koeber

Hughes, B. wrote:

> "Christopher Koeber" <c_k### [at] myrealboxcom> wrote in message
> news:407df9b6@news.povray.org...
>> Dear All,
> 
> That must include me too.
> 
>> 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?
> 
> The box being differenced from the first superellipsoid (for the truck
> front end) is creating the sharp edged upper side. You could use just the
> superellipsoid itself, no CSG done to it, and just round it out more by
> using larger numbers, e.g. <0.15,0.15>. It would need to be scaled smaller
> in the y and moved downward (-y) some too.
> 
> Maybe that's of some help, just not sure if I guessed exactly right about
> what you were asking.
> 
> Bob H.


Post a reply to this message

From: Hughes, B 
Subject: Re: Help with Modeling a Truck
Date: 15 Apr 2004 19:22:20
Message: <407f192c$1@news.povray.org>
"Christopher Koeber" <c_k### [at] myrealboxcom> wrote in message
news:407efbc5@news.povray.org...
> Dear Mr. Hughes,

*sniff* No one ever calls me mister anymore... :-D

Jim Charter seems to have pointed out the realities of what it takes to do
automobile modelling. I don't have anything to add about the use of
modellers since I have rarely used them.

The POV bicubic_patch is a possibility though, and blob too, like Jim
already said. If you have any natural ability for writing spline vector
positions you might make headway with getting a few bicubic_patch's put
together, or even coalescing blob components, but a modeller program is
perfect for such things as automobile creation.

Bob H.


Post a reply to this message

From: Jim Charter
Subject: Re: Help with Modeling a Truck
Date: 15 Apr 2004 21:49:35
Message: <407f3baf$1@news.povray.org>
I cannot personally vouch for any one tutorial over another

Here's one:
http://www.blissdd.com/WRX/Tutorial/tutorial.html

Here are others:

http://www.google.com/search?&q=blender%20tutorial%20model%20car%20nurbs


Post a reply to this message

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