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28 Oct 2024 11:44:41 EDT (-0400)
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From: scott
Subject: Re: Be very afraid...
Date: 25 Sep 2009 07:16:55
Message: <4abca6a7$1@news.povray.org>
> Care to define what "extrude" means?

Shifting a face in the direction of its normal, and filling in the gaps 
between the shifted face and the other faces that it used to be connected to 
(by automatically adding more faces perpendicular to the selected face).

Example in amazing 2D ASCII:

Start with 3 faces:

---.---.---


Extrude the middle face upwards:

   .---.
   |   |
---.   .---


Move the left vertex up a bit:
   .
   |\
   | \
   |  \
   .   .
   |   |
---.   .---

Extrude the top left face:

.--.
|   \
|    \
|     \
.--.   .
   |   |
---.   .---

It's a very useful tool in 3D mesh design.


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From: Invisible
Subject: Re: Be very afraid...
Date: 25 Sep 2009 07:21:33
Message: <4abca7bd$1@news.povray.org>
scott wrote:
>> Care to define what "extrude" means?
> 
> Shifting a face in the direction of its normal, and filling in the gaps 
> between the shifted face and the other faces that it used to be 
> connected to (by automatically adding more faces perpendicular to the 
> selected face).

Ah, I see.

> Example in amazing 2D ASCII:

TMFT alert! ;-)

> It's a very useful tool in 3D mesh design.

I suppose...


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From: scott
Subject: Re: Be very afraid...
Date: 25 Sep 2009 08:41:08
Message: <4abcba64$1@news.povray.org>
> HalfLife 2: Episode 2 has mist in one section. Looks really impressive... 
> until it intersects something.

The quick way to get around that is to compare the depth value of the mist 
you are about to render with the depth value behind, the closer they are 
together the more transparent you make the mist.  That way there is no 
visible hard edge with the existing geometry.  It's a hack of course, but it 
looks a million times better than the hard edges, and doesn't draw your 
attention immediately to "artifact".  There is an example in the DirectX SDK 
on this exact thing where you can toggle between different rendering 
methods.

> Mind you, POV-Ray has the exact same problem, until you turn the settings 
> up so high that it takes 82+ hours to render a single frame...

But at least you'll be sure it is 100% physically correct, ermmm no hang on 
you'll need MCPOV for that, so make it 820+ hours for a single frame :-) 
And don't even mention the time needed to tweak all the mist, dof and 
lighting parameters to get it looking right...


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From: Darren New
Subject: Re: Be very afraid...
Date: 25 Sep 2009 12:27:47
Message: <4abcef83$1@news.povray.org>
Invisible wrote:
> Care to define what "extrude" means?

Go to blender.org and watch the tutorial. Wings3D does the same thing.

It does exactly what you would think it does, given the name.

> (FWIW, I *always* get Wing3D and Blender confused. But isn't Blender the 
> one that's supposedly impossible to learn due to the weird UI?)

Yes. Honestly, tho, it's not that hard. I picked it up with a day or two of 
practice, got good enough to actually make a little anthropomorphic monster 
type walk along, look around, and wave.  It took a few days to get that far, 
but it was the first package where I ever managed such a thing.  I'm not 
very good at it an I still managed in a couple of days to make something 
work, limited more by my artistic skills than the tool.

> As far as I could tell, Wings [I think that's the one I tried] doesn't 
> even offer this much help...

I found Wings much harder than blender, but I never went back and tried it 
again. I think it has all the same operations as Blender at the basic level, 
so I don't know why I found it so hard.

-- 
   Darren New, San Diego CA, USA (PST)
   I ordered stamps from Zazzle that read "Place Stamp Here".


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From: Orchid XP v8
Subject: Re: Be very afraid...
Date: 25 Sep 2009 13:01:56
Message: <4abcf784$1@news.povray.org>
>> Care to define what "extrude" means?
> 
> It does exactly what you would think it does, given the name.

No, I mean... I don't know what the word "extrude" means.

>> (FWIW, I *always* get Wing3D and Blender confused. But isn't Blender 
>> the one that's supposedly impossible to learn due to the weird UI?)
> 
> Yes. Honestly, tho, it's not that hard.

I gather they've been working on documenting it / making it was obscure 
more recently...

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Darren New
Subject: Re: Be very afraid...
Date: 25 Sep 2009 13:07:59
Message: <4abcf8ef$1@news.povray.org>
Orchid XP v8 wrote:
>>> Care to define what "extrude" means?
>>
>> It does exactly what you would think it does, given the name.
> 
> No, I mean... I don't know what the word "extrude" means.

http://lmgtfy.com/?q=define%3Aextrude

> I gather they've been working on documenting it / making it was obscure 
> more recently...

If by "recently" you mean two years ago, yes, probably. Watch the tutorials. 
They're good.

-- 
   Darren New, San Diego CA, USA (PST)
   I ordered stamps from Zazzle that read "Place Stamp Here".


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From: nemesis
Subject: Re: Be very afraid...
Date: 25 Sep 2009 17:07:37
Message: <4abd3119$1@news.povray.org>
Invisible escreveu:
> The problem is that, fundamentally, it's very hard to manipulate 
> straight lines in a way that approximates curves. 10 years ago I used a 
> couple of editors that would let you do things like move several points 
> at once, or have a "magnet" feature where nearby points were sort of 
> "pulled" towards where you're clicking, but the basic problem is that 
> it's almost impossible to make anything good out of straight lines. 
> (Unless, of course, you're actually *trying* to make something with 
> straight lines - in which case it's fairly easy.)
> 
> For all the wizzy features of those editors of old, even creating an 
> object as trivial as a banana was impossibly difficult. And, for some 
> reason, modern editors seem to have drastically fewer tools to help. 

oh, please...

http://blenderartists.org/forum/attachment.php?attachmentid=85399&d=1253912116

all I did was start with the standard Blender box, select the top face 
and extrude it from various different view points (CTRL+left mouse 
button) and scale each new segment accordingly.

I then rendered after adding a subdivision surface modifier up to level 
3 in the top image and  without it in the bottom image to show the very 
geometric and simple cage that is what I effectively deal with...

-- 
a game sig: http://tinyurl.com/d3rxz9


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From: nemesis
Subject: Re: Be very afraid...
Date: 25 Sep 2009 17:09:52
Message: <4abd31a0@news.povray.org>
Invisible escreveu:
> Warp wrote:
> 
>>   I think that the point is that nobody designs models using raw triangle
>> meshes. Instead, all models are designed using NURBS or other similar
>> spline-based surfaces which are easy to edit. The triangle mesh you see
>> in the end result has been automatically generated from those surface
>> models.
> 
> That would make a lot more sense, yes...

Subdivision surfaces are just like that, except generated smoothness is 
controlled by number of iterations.

-- 
a game sig: http://tinyurl.com/d3rxz9


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From: nemesis
Subject: Re: Be very afraid...
Date: 25 Sep 2009 17:41:51
Message: <4abd391f@news.povray.org>
Invisible escreveu:
> scott wrote:
>> It just took me about 1 minute to make a simple banana shape in 
>> Blender. Blender even gives you a box to start with, so I just rotated 
>> the top face a bit, scaled it down and extruded, then repeated 5 or 6 
>> times.  

bwahaha, I took 2 minutes of my time to do one of my own before seeing 
this... :P

> (FWIW, I *always* get Wing3D and Blender confused. But isn't Blender the 
> one that's supposedly impossible to learn due to the weird UI?)

Yes, it's so friggin' impossible that I bow in respect for the tortured 
souls that use it to produce some of these images:

http://blenderartists.org/forum/attachment.php?attachmentid=84834&d=1253361663
http://www.myline.be/myline/3D/268_1.jpg
http://www.artofinterpretation.com/images/philosophiaandherproblems-byrjt2007.jpg
http://www.blender.org/typo3temp/pics/782b767f1e.jpg
http://www.artofinterpretation.com/images/wc255-autumnsbane-byrjt2007.jpg
http://www.blender.org/typo3temp/pics/d3dd9a6f20.jpg

I don't find it inherently more difficult to learn than emacs, vim or 
any modern IDE.

> As far as I could tell, Wings [I think that's the one I tried] doesn't 
> even offer this much help...

Start by learning the "box modelling" technique.

-- 
a game sig: http://tinyurl.com/d3rxz9


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From: Darren New
Subject: Re: Be very afraid...
Date: 25 Sep 2009 17:53:38
Message: <4abd3be2$1@news.povray.org>
nemesis wrote:
> Yes, it's so friggin' impossible that I bow in respect for the tortured 
> souls that use it to produce some of these images:

To be fair, each of those I'm guessing took weeks to model. :-) I just wish 
I could get that good. If I could reproduce a reasonable facsimile of what I 
saw in photographs, I'd be happy. :-)

> Start by learning the "box modelling" technique.

I'm waiting for a Minority-Report style 3D modeling interface.

-- 
   Darren New, San Diego CA, USA (PST)
   I ordered stamps from Zazzle that read "Place Stamp Here".


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