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 […]
Tag: POV-Ray
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 […]
Empty Drinking Glass
The glass is just five cylinders and three torii with some CSG to join them all together.