Now to add the wire array around the globe. I think this is to protect you from accidentally burning your hand, or possibly to protect the globe from getting cracked by banging up against something. Either way, this is what I’ll be working on […]
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Texture Update
So I finally got around to updating the textures and finishes, gave it a bumpy pattern to the normal vector, and added a bit of polish to the globe. Although, now that I think about it, I could add a bit of a bumpy […]
Progressing Along…
Well, a bit more work, and now most of the top is defined. I tried setting up the controlling variables so that they’d all add up to the top height that I had previously defined, so at least it will stay inside the spaceclaim […]
Finished the Base
Well, after a lot of tweaking, I think the base is pretty much done. I added the fill cap, the wick, and a small adjustment knob for the wick height. I think there is one detail that needs to be added to the side-pipes, […]
A Couple More Links…
Not a lot of progress on my current raytrace; I managed to finish the wick detailing, but still need to add in the adjustment knob for the wick before moving on to the top assembly. I took another look through the POV-Ray people pages, […]
A Light Interlude…
Just a link to a POV-Ray user’s website. I was browsing through the “People Pages” section of the POV-Ray homepage, and most of the links were dead. Pretty sad, so I thought I’d post another link, so I could at least find the sites […]
Back From Hiatus
Well, finally got back moving on this. I modified the globe object, using a lathe instead of a sphere. This way looks like it yields an uneven wall thickness, though. I tried a difference of two lathe objects earlier; I might go back to […]
Achievement Unlocked
Ok, so the picture doesn’t look that impressive, but the include file is pretty useful. It will create a series of cylinders between an array of points, but will round the corners using toroidal sections as seen above.
Sidequest…?
Of course I had to get sidetracked.Trying to make a gas lantern, and decided to make something to create a path defined by a set of points, but with rounded corners. Yeah, you could use a spheresweep object, but that doesn’t use a constant […]
Finished Sword
It took some doing, but finally it’s done. I tried to keep it simple, and it still took a while to get everything just right. Looks like I have a long way to go before I really get good at this. Also, I’m not […]
The Sword in the… Plane?
It was a bit of a struggle to get even this far. Partly because I’m lazy, and partly because this does not use a modeler. Every component of the image has to be accounted for in the script.I had to figure out the math […]
And On a Related Note…
I just saw a link on the POV-Ray newsgroups about modelling the glass/water interface. It mentioned the double-reflections that I have been seeing in the glass of water I’ve been rendering, so this might be useful. Mostly I’m posting this to remember it for […]
Clear Water, Finally
After a bit more hair pulling and reading through the newsgroups, I finally found the problem. I had used the parameter “max_intersections” in global_settings, but should have used “max_trace_level” instead. I used a value of 10, but it looks like 7 or 8 will […]
Wait, This Doesn’t Look Like Water…
I decided to add water to the glass from my last post. You would think that would be simple, but it came out black. I made a cutaway of the glass just to make sure that the water itself wasn’t to blame. I know […]