Author Topic: Aircraft and Vehicles with Pov-Ray  (Read 1164 times)

Offline Voss

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Aircraft and Vehicles with Pov-Ray
« on: February 20, 2001, 12:18:00 PM »
I do not want to step on any toes here, so I am going to ask before posting. I would like to put up a few thoughts on using Pov for making models shine. My intention is not to infer the use of this technique with a game. I would just like to share my experience with using Pov and how I think it can make pretty pictures out of nearly any model. I can write it as a 'follow along and do this' tutorial (I would use Truespace, as there are working demos available), or simply a 'hints at procedural textures' thread. I would like to know if anyone would lke to build models, or if there are just a few that need help with textures and lighting, or such.
  If this is going to be a waste of my time (I don't really relish spending a ton of time for nothing), or if HTC doesn't want it here, or such, I would like to know please!  
  If you want help (I know of two guys that do), please post. If you want to learn to model, say something. We have enough guys here now doing this to have fun, but I would like to hear from anyone interested that hasn't said so yet.
  If this is all greek to you, nevermind.  

Offline Tyro48

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« Reply #1 on: February 20, 2001, 01:04:00 PM »
Sounds great Voss! Any help will and is always appreciated since I am a complete beginner with POV!

Offline Voss

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« Reply #2 on: February 20, 2001, 01:21:00 PM »
I thought I would tease you.   This is from the first day of my initiating a new P-51D cockpit. The altimeter was still under construction at the time I rendered the last image. And I had not created the VossUSAAF font at that time, so the engine settings panel has the wrong font.

   

   

   

<edit>
I meant to say "VossUSAAF stencil font" in that remark above.

BTW, these images are rendered from objects defined in Pov without a modeller. They are, in fact, pure Pov. All you need is the right font and, BOOM, P-51 cockpit from Pov-Ray primitives and procedural textures. There are no "image_maps" in this rendering.
</edit>

[This message has been edited by Voss (edited 02-20-2001).]

Offline Sancho

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« Reply #3 on: February 20, 2001, 05:08:00 PM »
Sweet!!  One of the really cool things about POV is that you can make your work extremely modular.  You can define a single shape for the guage outline and reuse it many times for the different guages, just with different insides.

If you draw a plane, you can just do one wing, one elevator, etc., and mirror them across the fuselage.  Note: there is no "mirror" command, so you "scale <-1,1,1>" for mirror effect, for example if you wanted to scale across the X-axis.

Doing this can save you a lot of time in modeling and will reduce your POV parsing time, speeding up the rendering process.  Can't wait to see more and learn more great tips Voss!

Offline Sundog

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« Reply #4 on: February 20, 2001, 08:31:00 PM »
:::Signs on the dotted line:::
I'm ready and waiting with my Ki-61 views!
Whats the first assignment?  
(I know, I know, D/L PoV). I may try and use 3ds max at the same time to determine differences between the two.

 

PakRat

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« Reply #5 on: February 21, 2001, 12:35:00 AM »
I'm in! I'm no expert but have played with POV a little and want to know more!

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Offline Voss

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« Reply #6 on: February 21, 2001, 10:52:00 AM »
Well, got a few interested anyway.  

I posted the housing include for you, Sancho. It has room for optimizations.  

I'll post the code for the VSI and something else, too!  

Offline Ripsnort

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« Reply #7 on: February 21, 2001, 11:38:00 AM »
Wish I could show you some of my modeling here on CATIA...you'd be in awe...

Offline Voss

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« Reply #8 on: February 21, 2001, 11:54:00 AM »
 
Quote
Originally posted by Ripsnort:
Wish I could show you some of my modeling here on CATIA...you'd be in awe...  

I wish you could share it with us.

Offline Voss

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« Reply #9 on: February 22, 2001, 01:28:00 AM »
This is for Jimdandy.

This is another rendering I did the same day as the other. It has a few errors in it, like a cut-and-paste text object on the brake placard. I wanted to see how things were looking though. Notice how the light varies from left to right. This is a little closer to how scenes would react to the dash, without the ambient values I chose for the other rendering.

Now, take this a step further and just imagine how this will look when the entire cockpit is interacting with these and other objects.  

   

[This message has been edited by Voss (edited 02-22-2001).]

Offline Voss

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« Reply #10 on: February 27, 2001, 08:15:00 PM »
<PUNT!>

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Offline Voss

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« Reply #11 on: March 01, 2001, 05:35:00 PM »
You all have enough Pov code to work out the entire dash as I posted it. Does anyone want to try?   There would probably be a good deal of thinking required, but I know you can do it.  

Oh, wait! Maybe, I should add the power panel just to help out a tad.  

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[This message has been edited by Voss (edited 03-01-2001).]