Crude poorly textured model of a ha'tak
Posted: 2003-08-24 06:59pm
Picture modeled off of
Model
Did this in raw povray/kpovmodeler. Trying to reimplement in blender, but blender lacks good CSG, so it's even harder to do there(as you can see, I heavily use CSG, thus it takes forever to render). Can't find a suitable rough metal texture, and too lazy to code one myself. Brick texture impossible to align on pyramid. The lighting was made horrible to hide the ugliness .
Model
Did this in raw povray/kpovmodeler. Trying to reimplement in blender, but blender lacks good CSG, so it's even harder to do there(as you can see, I heavily use CSG, thus it takes forever to render). Can't find a suitable rough metal texture, and too lazy to code one myself. Brick texture impossible to align on pyramid. The lighting was made horrible to hide the ugliness .
Code: Select all
//*PMRawBegin
#include "colors.inc"
#include "metals.inc"
//*PMRawEnd
global_settings {
adc_bailout 0.0039216
}
camera {
perspective
location <5, 5, -5>
sky <0, 1, 0>
direction <0, 0, 1>
right <1.33333, 0, 0>
up <0, 1, 0>
look_at <0, 0, 0>
}
light_source {
<0, 0, 0>, rgb <1, 1, 1> *2
translate <0, 1.5, 3>
rotate <0, 0, 0>
}
#declare PyramidTexture = pigment {
brick rgb <0,0,0>, rgb <0.721569, 0.603922, 0.0117647>
brick_size <2,1.5,1>
mortar .1
//rotate 90
}
#declare Cornercutter = union {
prism {
linear_spline
linear_sweep
-1, 1,
4,
<2.4655, -3.3173>, <0.35, -4.27>, <0.6733, -2.32>, <2.4655, -3.3173>
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
prism {
linear_spline
linear_sweep
-1, 1,
4,
<-2.4655, -3.3>, <-0.35, -4.27>, <-0.6733, -2.32>, <-2.4655, -3.3>
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
}
#declare ShipCutter = prism {
linear_spline
linear_sweep
-1, 1,
6,
<1, 1>, <1, -1>, <0, -1.1718>, <-1, -1>, <-1, 1>, <1, 1>
scale <0.9, 1, 1>
rotate <0, 0, 0>
translate <0, 0, 0>
}
#declare ShipCoreCutter = prism {
linear_spline
linear_sweep
0, 1,
12,
<0.2, -0.75>, <0.77, 0.2>, <-0.77, 0.2>, <-0.2, -0.75>, <-0.23, -1.18>, <-0.26, -1.45>, <-0.23, -1.75>, <0, -1.9>, <0.23, -1.75>, <0.26, -1.45>, <0.23, -1.18>, <0.2, -0.75>
scale 1
rotate <0, 0, 0>
translate z*(-0.2)
}
#declare ShipCoreCutterBottom = prism {
linear_spline
linear_sweep
0, -1,
10,
<0.1, -0.75>, <-0.1, -0.75>, <-0.2, -1>, <-0.12178, -1.2288>, <-0.18853, -1.4321>, <0, -1.6>, <0.18853, -1.4321>, <0.12178, -1.2288>, <0.2, -1>, <0.1, -0.75>
scale 1
rotate <0, 0, 0>
translate z*(-0.55)
}
#declare InsideCutter = intersection {
sphere {
<0, 0, 0>, 0.5
scale <6, 1.1, 6>
rotate <0, 0, 0>
translate <0, 0, 0>
}
cylinder {
<0, 1, 0>, <0, -1, 0>, 2.4
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
}
#declare ShipAroundCoreHollow = difference {
sphere {
<0, 0, 0>, 0.5
scale <6.5, 1.5, 6.5>
rotate <0, 0, 0>
translate <0, 0, 0>
}
object {
InsideCutter
scale <1.05, 1.27, 1.05>
rotate <0, 0, 0>
translate <0, 0, 0>
}
}
#declare core = mesh2 {
vertex_vectors {
4,
<1, 1, 1>,
<-1, 1, -1>,
<1, -1, -1>,
<-1, -1, 1>
}
uv_vectors {
3,
<-1.73, 0>,
<0, 0>,
<-0.8515, 2.8>
}
face_indices {
4,
<0, 1, 2>,
<1, 2, 3>,
<0, 2, 3>,
<0, 1, 3>
}
uv_indices {
4,
<0, 1, 2>,
<0, 1, 2>,
<0, 1, 2>,
<0, 1, 2>,
}
inside_vector <0, 0, 1>
texture {
pigment{
PyramidTexture
rotate z*45
}
}
rotate <45, 55, 90>
scale <0.7, .9, 0.7>
}
#declare ship = union {
object {
core
scale 1
rotate <0, 0, 0>
translate y*0.5
}
}
difference {
object {
ShipAroundCoreHollow
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
object {
ShipCutter
scale 1
rotate <0, 0, 0>
translate z*3
}
object {
ShipCutter
scale 1
translate z*3
rotate y*120
}
object {
ShipCutter
scale 1
translate z*3
rotate y*(-120)
}
object {
ShipCutter
scale 1
rotate <0, 0, 0>
translate z*3
}
object {
ShipCoreCutter
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
object {
ShipCoreCutter
scale 1
rotate y*120
translate <0, 0, 0>
}
object {
ShipCoreCutter
scale 1
rotate y*(-120)
translate <0, 0, 0>
}
object {
Cornercutter
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
object {
Cornercutter
scale 1
rotate y*(-120)
translate <0, 0, 0>
}
object {
Cornercutter
scale 1
rotate y*120
translate <0, 0, 0>
}
object {
ShipCoreCutterBottom
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
object {
ShipCoreCutterBottom
scale 1
rotate y*120
translate <0, 0, 0>
}
object {
ShipCoreCutterBottom
scale 1
rotate y*(-120)
translate <0, 0, 0>
}
texture {
//*PMRawBegin
F_MetalA
//*PMRawEnd
pigment {
color rgb <0.690196, 0.690196, 0.690196>
}
}
}
object {
ship
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}