Playing with CC3 and POV-RAY
Joachim de Ravenbel
Surveyor
Hi !
Just a post to show you my latest crazy work : a combination of CC3 and POV-RAY, a free 3D renderer.
As POV-RAY works with coordinates, it was easy to swap repeatedly from/to CC3. Of course, coudn't get rid of my fondness for line work...
For those familiar with 3D renderer, CC3 was also the ideal tool to provide the color and bump maps of the 3D model.
The other thing is that working with 3D also shows inconsistencies that 2D plans sometimes create.
Lastly, fans will note that I got heavily inspired by the old Wing Commander computer games...
Hope you like it !
Edit : forgot the weapons
Just a post to show you my latest crazy work : a combination of CC3 and POV-RAY, a free 3D renderer.
As POV-RAY works with coordinates, it was easy to swap repeatedly from/to CC3. Of course, coudn't get rid of my fondness for line work...
For those familiar with 3D renderer, CC3 was also the ideal tool to provide the color and bump maps of the 3D model.
The other thing is that working with 3D also shows inconsistencies that 2D plans sometimes create.
Lastly, fans will note that I got heavily inspired by the old Wing Commander computer games...
Hope you like it !
Edit : forgot the weapons
Comments
Very nice! And a good idea to deal a rendering with POV.
I know Future Armada, which is a kind of your idea (http://ki-ryn.com/Future_Armada/) combining 3D rendering and deck mapping.
Go on!
Paul
I just don't have the spare time to get really good at pov-ray.
Thanks for the link, Anoril, good one...
Here is for example an extract of the POV-RAY file :
#declare wings = union{
prism{0.8 1.1 11 <-4,15><-7,14><-11,12><-13,8>
<-14,5><-14,-3><-13,-6>
<-11,-10><-7,-12><-4,-13><-4,15>}
prism{0.8 1.1 11 <4,15><7,14><11,12><13,8><14,5><14,-3><13,-6>
<11,-10><7,-12><4,-13><4,15>}
texture{
pigment{image_map{png "kilrath_color.png"} rotate 90*x scale 40 translate <-20,1.1,-20>}
normal{bump_map{png "kilrath_bumps.png" bump_size 100} rotate 90*x
scale 40 translate <-20,1.1,-20>}
finish{phong 1 phong_size 0.5 metallic }
}
}
The coordinates x,y of the prism are the same as on the CC3 file. In short, to draw the wings, all I had to do is use the Line command and then type in the same values as you can see on lines 2-6.
Once I had the wings on CC3, I drew the odd but classic geometrical shapes using offsets, trim to int... and then exported as a PNG that POV-RAY can read as a bump map, ie a 2D gray-scale picture where white areas are the most raised and black the most depressed. You can see the use of that file on line 9. Hiding all those lines, I made another PNG with only the outlines and used Photofiltre to color it, and add some filters.
Usually POV-RAY works with 3D coordinates, though, as for example :
#declare engine=union{
polygon{5 <-6,5,17><-3,5,17><-3,5,12><-6,5,12><-6,5,17> texture {texdet}} //top
polygon{5 <-6,4,18><-6,5,17><-3,5,17><-3,4,18><-6,4,18>} //top-back
Those are x,y,z with y going up, x,z representing the horizontal plane. This is as far as I know international standard because here in France we use z going up.
So for CC3 work, x,z is from up (lower left drawing), x,y front view (upper left) and y,z side view (lower right).
That's the basics. I hope I managed to answer your question...
I can post the FCW, POV and PNGs files if it's not too much OT...
The PNGs must be in the same folder as the POV file.
This POV file has been made with POV-RAY 3.6 but should work with 3.5.
Edit : had to resize the color PNGs. Quality might suffer...
Edit2 : to get a PNG with transparency, type +UA +FN in the ini box (right to the resolution box) of POV-RAY
You'll find the POV file attached.
The bright side is that you always find new possibilities on each, and that they can sort of work together!
(How did you get a tesselated sphere in POV? a macro?)
To draw it in CC3 I made a quick macro, though...
by the way, you did not found a way to reduce image size for "wrap3*"? As it is about repeating the same pattern, you would be able to tweak mapping params... It is a long time I do not get hand in POV stuff, so I may be wrong...
Thanks again!
However, I was experimenting with UV mapping and wanted to modify each polygon's picture. In the end, It didn't matter as details would have been too small. I didn't bother to change though...
You can use a single square if you modify the UV vectors accordingly.