Kamui User
 Posts: 0 | Re: Edmund Keefe on Tuesday, February, 21, 2006 3:16 PM
ed keefe Wrote:Back for more. I just thought I would say that the models on my site are .3ds and .max format. The models were made in 3d studio max 6. |
They should work with anything passed 6. Even models made in 3ds 4 works in anything passed 4. I've even had them work with 8. So there really isn't a reason why they shouldn't work in something like 3ds 7 or 8. ^^;
/end two cents. Give two cents back in British currency.
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wwwmwww User
 Posts: 1,230 | Re: Edmund Keefe on Tuesday, February, 21, 2006 4:12 PM
Ok... Edd's rear tire is located at and it has a radius of 26.18.
So I've scaled his bike so it's rear tire is center at the same location as mine and its radius is the same as mine. So here are both bikes with the exact same lighting and camera positions. Both are on my game grid as that was the simpliest thing to put them both on.
Looks a bit like a breathing Light Cycle.
Enjoy
Carl
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Tori User
 Posts: 0 | Re: Edmund Keefe on Tuesday, February, 21, 2006 4:28 PM
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win3k User
 Posts: 0 | Re: Edmund Keefe on Tuesday, February, 21, 2006 6:02 PM
Wahey! More light cycle rendering goodness!!
An interesting comparison - my 2c worth:
1. Check the relative material/surface attributes; it would appear that the darker of the two models has a higher specular emissivity/reflectivity value than the other (not sure what the correct term within pov-ray is) - most discernable on the black side window (one is highlighted with what appears to be a light-source reflection, one isn't).
2. Check for shading model equality between the two models - the lighter shaded one appears to have been rendered with something like flat shading, which highlights polygon edges - either gourad or (better) phong shading should sort this.
3. The lighter shaded model appears to be missing some geometry on the side panel where it approaches the rear wheel arch (the darker model has a nicely rounded edge headed south east, the lighter one has a chopped edge which is mis-coloured as grey/silver).
4. Other than the above, the two models are remarkably similar; the differences appear to lie within the reference point selection (e.g., the relative height and thickness of the top of the rear wheel arch, the thickness of the rear tyre, the degree of inset of the front wheel hub, the mean height at centre of the whole bike etc.)
Nice work to both of you!
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wwwmwww User
 Posts: 1,230 | Re: Edmund Keefe on Tuesday, February, 21, 2006 6:57 PM
win3k Wrote:Wahey! More light cycle rendering goodness!!
An interesting comparison - my 2c worth:
1. Check the relative material/surface attributes; it would appear that the darker of the two models has a higher specular emissivity/reflectivity value than the other (not sure what the correct term within pov-ray is) - most discernable on the black side window (one is highlighted with what appears to be a light-source reflection, one isn't). |
This is what POV-Ray calls a texture. The windows on my model have this texture:
#local shiny_black = texture {
pigment {Black}
finish {
ambient .1
diffuse .5
phong 1
}
}
I think this is the texture being used on Edd's windows.
texture {
pigment { color rgb }
finish { ambient rgb diffuse 0.5 }
}
If you think I should I can try playing with some of Edd's textures.
win3k Wrote:2. Check for shading model equality between the two models - the lighter shaded one appears to have been rendered with something like flat shading, which highlights polygon edges - either gourad or (better) phong shading should sort this. |
Ok... I see the effect you are talking about but if this is something POV-Ray is able to do or not I'm not sure. Is phong texture the same as phong shading? Let me play for a bit and see what I can do. The lighter model is Edd's and I agree his renders of his model look better. So it's quite possible POV-Ray isn't doing it justice or I simply don't know the tricks to avoid highlighting the polygon egdes that I should know. I probably would know more if I worked with meshs more often.
win3k Wrote:3. The lighter shaded model appears to be missing some geometry on the side panel where it approaches the rear wheel arch (the darker model has a nicely rounded edge headed south east, the lighter one has a chopped edge which is mis-coloured as grey/silver). |
Aside for the mis-coloring I believe this is intentional. See this thread for more on this topic.
http://www.tron-sector.com/forums/default.aspx?do=top&id=329467
However I also see the top arch that comes down to the very top of the rear fender is cut just a bit short. It should meet up with the fender. In Edd's first model in went through the fender and was visible from the rear. In correcting that issue it looks like he's now cut it too short.
win3k Wrote:4. Other than the above, the two models are remarkably similar; the differences appear to lie within the reference point selection (e.g., the relative height and thickness of the top of the rear wheel arch, the thickness of the rear tyre, the degree of inset of the front wheel hub, the mean height at centre of the whole bike etc.)
Nice work to both of you!
win3k |
Thanks...
Carl
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wwwmwww User
 Posts: 1,230 | Re: Edmund Keefe on Tuesday, February, 21, 2006 7:12 PM
wwwmwww Wrote:I think this is the texture being used on Edd's windows.
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Well I was correct about the texture being used for the windows. Here is Edd's model using my window texture.
I sure took a step backwards with regards to "avoid highlighting the polygon egdes".
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Traahn User
 Posts: 3,305 | Re: Edmund Keefe on Tuesday, February, 21, 2006 8:51 PM
Tori wrote: Grrr...I can't animate anything for my own good.... |
Are you sure? That was sure an animated response!!  Just kidding. That's my lame humor coming out tonight. What do you want to animate?
EDIT: I see your Gary Numan pic is animated 
              
I'm getting out of here right now, and you guys are invited.  -----^ |
Tori User
 Posts: 0 | Re: Edmund Keefe on Wednesday, February, 22, 2006 1:19 AM
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Traahn User
 Posts: 3,305 | Re: Edmund Keefe on Wednesday, February, 22, 2006 1:25 AM
It's easy. Just download a free GIF animator from the web; slap a few pics into frames, and voila! you've gone animation.
              
I'm getting out of here right now, and you guys are invited.  -----^ |
win3k User
 Posts: 0 | Re: Edmund Keefe on Wednesday, February, 22, 2006 2:55 AM
Ok... I see the effect you are talking about but if this is something POV-Ray is able to do or not I'm not sure. Is phong texture the same as phong shading? |
I don't *think* so; I suspect that the phong attribute of the finish component of the texture object deals with shininess (the bright bit on the window).
In your second render (where you copied the texture from your models window to Edds), given that you can still see the polygon edges (maybe even more pronounced), I would think that the problem lies with the difference in the way that your models have been built/converted. In your case, you have a set of defined primitives that the renderer can interpret in a number of ways to achieve the final result. In Edd's case (perhaps as a result of the conversion process that the model went through), you have a set of rigidly defined polygons (I'm not even sure if the conversion process leaves them grouped into defined objects or not). It may be the case that the Pov-ray renderer just isn't optimised for this kind of data, so the result is as we see here.
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Kamui User
 Posts: 0 | Re: Edmund Keefe on Wednesday, February, 22, 2006 9:04 AM
Tori Wrote:Yes, but I didn't animate it...I found it somewhere else.  |
If you can animate with Flash, then you can definately animate with 3D studio Max. Matter of fact, the way key frames are set up are dead similar. It can also be argued that to animate with Flash is harder than animating with 3DS Max or at least based on my experiance. ^^
~Kamui.EXE ===========================
What should I put here today?
http://mediamaniacgeek.blogspot.com/
TALES OF A MEDIA GEEK |
wwwmwww User
 Posts: 1,230 | Re: Edmund Keefe on Wednesday, February, 22, 2006 10:18 AM
win3k Wrote:I don't *think* so; I suspect that the phong attribute of the finish component of the texture object deals with shininess (the bright bit on the window). |
I'm far from an expert on POV-Ray. If I get a free moment today I'll ask some questions over in the POV-Ray forum and see if any of the experts over there can tell me what I can do.
win3k Wrote:In your second render (where you copied the texture from your models window to Edds), given that you can still see the polygon edges (maybe even more pronounced), I would think that the problem lies with the difference in the way that your models have been built/converted. In your case, you have a set of defined primitives that the renderer can interpret in a number of ways to achieve the final result. In Edd's case (perhaps as a result of the conversion process that the model went through), you have a set of rigidly defined polygons (I'm not even sure if the conversion process leaves them grouped into defined objects or not). |
I believe it does. Its a number of different meshs each with their own texture. When I copied over my window texture there were atleast four places I had to insert my texture. Just looking at the code though I have to say its quite hard to tell what each object is. If his model were just one big mesh I'm not sure how different areas could have different textures or if they could how I could change them.
win3k Wrote:It may be the case that the Pov-ray renderer just isn't optimised for this kind of data, so the result is as we see here.
win3k |
Maybe... more likely I simply don't know enough about POV-Ray for me to optimize things propery. I'm also curious about Edd's outlining effect. It doesn't seem to be built into the model itself. I'm guessings its a render option available in his software.
Carl
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win3k User
 Posts: 0 | Re: Edmund Keefe on Wednesday, February, 22, 2006 12:04 PM
Maybe... more likely I simply don't know enough about POV-Ray for me to optimize things propery |
Did a little bit of digging, and it looks like this is a known issue (for which some clever chappie named Xiaobin Wu has come up with a workaround).
Mr Wu has been kind enough to post some pretty good material on the subject here:
http://www.cise.ufl.edu/~xwu/Pov-Sub/
There are some pretty good screenies that show this phenomena, and (judging by some of the other screenies), his method seems to work well.
I'm also curious about Edd's outlining effect |
So am I. At first I though that this was done with a cel shader, but now I'm not so sure
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wwwmwww User
 Posts: 1,230 | Re: Edmund Keefe on Wednesday, February, 22, 2006 1:13 PM
win3k Wrote:
Did a little bit of digging, and it looks like this is a known issue (for which some clever chappie named Xiaobin Wu has come up with a workaround).
|
I also have learned something...
Check out my post here:
http://news.povray.org/povray.newusers/thread/%3Cweb.43fc8743ad5fa38070dc520d0%40news.povray.org%3E/
Looks like AccuTrans 3D doesn't copy over the normals and that we should be using a program called PoseRay. Are you familiar with it? If not I've already asked Mike Williams if he could send me the file he made using PoseRay. He says it gives him a smoothed version of what we're getting with AccuTrans 3D. If you aren't familiar with PoseRay and I don't hear from Mike I'll look into figuring out how to use it myself. Hopefully it's not too complicated.
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wwwmwww User
 Posts: 1,230 | Re: Edmund Keefe on Wednesday, February, 22, 2006 3:59 PM
I just got the PoseRay version and I must say it looks alot better. I hope to have a few pics up soon. Here is some interesting info found in the PoseRay pov file....
//Model Statistics:
//Number of triangular faces..... 25516
//Number of vertices............. 14860
//Number of normals.............. 16289
//Number of UV coordinates....... 14792
//Number of lines................ 0
//Number of materials............ 9
//Number of groups/meshes........ 11
//Number of subdivision faces.... 0
Enjoy...
Carl
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Mr. Sinistar Sector Admin
 Posts: 1,642 | Re: Edmund Keefe on Wednesday, February, 22, 2006 4:15 PM
wwwmwww Wrote:Number of triangular faces..... 25516
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Is that polygons?
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OPEN SOURCE TRON PROJECT
"what the hell is a limux.."
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wwwmwww User
 Posts: 1,230 | Re: Edmund Keefe on Wednesday, February, 22, 2006 4:23 PM
Mr. Sinistar Wrote:wwwmwww Wrote:Number of triangular faces..... 25516
|
Is that polygons?
|
Yes... a triangle is a 3 sided polygon.
Carl
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wwwmwww User
 Posts: 1,230 | Re: Edmund Keefe on Wednesday, February, 22, 2006 4:24 PM
Does this look better? By the way Edd's model is using Edd's textures. I haven't copied over my window texture as I did before.
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wwwmwww User
 Posts: 1,230 | Re: Edmund Keefe on Wednesday, February, 22, 2006 4:32 PM
By the way, I've also noticed Edd's changed his model some from the first model he posted and win3k convered for me, to the model that is currently on his web site. Atleast I think he has. There seems to be more changing here then just edges getting smoothed out.
These are both's Edd's models. One is ported to POV-Ray with PoseRay v3.8.2.327 and the other with AccuTrans 3D.
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win3k User
 Posts: 0 | Re: Edmund Keefe on Thursday, February, 23, 2006 2:48 AM
Morning chaps
I think we can now see the light at the end of the tunnel. (I just hope it isn't an oncoming train...)
Accutrans does support the export of normals, but for some bizarre reason, it doesn't have this as the default behaviour - hence the missing normals from the earlier exports (my bad).
Just as a sanity check, I just pulled the latest version of the model from Edd's site, and compared the number of triangles with the one that I previously converted (this is a cheap but generally effective way of seeing if a model has been modified) - for both, I get 25514, so I'm struggling to explain what appear to be geometric differences between the latest render versions...
win3k
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