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Thread: wall of windows
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05-13-2007, 10:28 AM #16
i gave it a shot, molding polylines and a slab for the glass.
OPIE AND ANTHONY ON XM 202 SPREAD THE VIRUS!!!!
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05-13-2007, 12:43 PM #17Registered User Promoted
- Join Date
- Jul 2006
- Posts
- 26
Try this
Create new wall type and make material glass (totally transperant).
Use straight & curved wall tools to create desired plan shape of window/shopfront.
Add mullions (vertical members) with poly solid tools.
Add transoms (horizontal memebers) with polysolid tools staright & curves.
Add spandrels with polysolid tools as required.
Have done this several times, as we use curtain wall in residential houses quite frequenty. Also a lot of light commercial and shopfront type work.
Also we do this on V9.5 so it should be able to be done in later versions.
Hope this helps
Ta Kiwi[SIZE="3"]Pure Design Group Ltd[/SIZE]
New Lynn, Waitakere City
Auckland, New Zealand
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05-13-2007, 01:47 PM #18
sorry if i sound stupid but I still do not understand how to get the mullions and the transoms on the glass like Chiefdoggydogg did it. would I do it in a wall elevation? how would I get the perfect "squares"? and how would I put a curve on the molding poly solid?
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05-13-2007, 05:34 PM #19Registered User Promoted
- Join Date
- Jul 2006
- Posts
- 26
Firstly I dont think there are any stupid questions or answers, how else do we all learn if not from others or our own mistakes.
My attempt to explain.
1 Create 2D square, set plan dimension of mullion say 50 x 50mm (2 x 2").
2 Use polysolid tool to set height and levels above FFL.
3 Set materials
4 Use CTRL & Mouse to move to desired location.
5 Either use muktiply tool or manually copy & paste where you need them.
Curved Transoms.
1 As above but with curved and straight line tools.
2 As above, set heights and levels.
3 Set material and position
You have to do all this in plan view, I usually have the overall tiled next to my plan to see real time the changes to ensure what I want.
There may be otherway around this, perhaps some of the more experiance users could chime in.
Good Luck
Grant.
PS An entertaining piece of advice I heard the other day.
" If you read the small print, you gain education.
If you dont read it, you gain experiance!"
TaG[SIZE="3"]Pure Design Group Ltd[/SIZE]
New Lynn, Waitakere City
Auckland, New Zealand
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05-13-2007, 09:18 PM #20
Nate, just out of curiosity, where was that original picture from and how was it created and rendered?
RobRobert Brown
RJB Designs LLC
Design/Build/Cabinetry
Northport, Michigan, USA
rjbpilot@wildblue.net
231.386.9056
www.rjbdesigns.net
X4 /Desktop:Win XPHome NVIDIA Quadro FX 370
Intel Core 2 Duo E4600 @ 2.4GHz 3.0GB
Laptop: Toshiba Qosmio Core I7 1.73GHz 6GB
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05-14-2007, 08:15 AM #21Originally Posted by allstar24OPIE AND ANTHONY ON XM 202 SPREAD THE VIRUS!!!!
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05-14-2007, 02:35 PM #22
"Nate, just out of curiosity, where was that original picture from and how was it created and rendered?"
front of the house:http://www.3ddreams.com/img/portfolio/10/01a.jpg
website:http://www.3ddreams.com/
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05-14-2007, 04:02 PM #23
uh... why cant I get that certain shine and reflectivity on the window in ray trace like in the first picture of the first post. or is it that the ray trace is just weak. I had it on highest off all of the options.
p.s thank you guys for the suggestions. I finally figured out how to do the windows
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05-15-2007, 05:47 AM #24I finally figured out how to do the windows
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05-15-2007, 07:40 PM #25
variable reflection?
something like this POV-Ray?
deanwjohnson@hotmail.com
Dean Johnson
Laurel, Montana
my personal pages
My gallery
3D rendering with POVray and Chief
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05-19-2007, 05:08 PM #26
how did you do that? was it done in another program besides chief?
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05-20-2007, 06:49 PM #27
Nate
the glass material was modified in the POV-Ray Include file glass_old.inc
these values can be further tweaked to your personal taste. Modifying this file will affect all other Chief models that use the Default bronze glass.
#declare F_Glass1 =
finish { //metallic
ambient 0
diffuse 0.05
specular 0.8
roughness 0.0003
phong .015
phong_size 4
reflection { .15,rgb<0.603922, 0.505882, 0.5058825>*1.3
//fresnel on
exponent 1.75}
// conserve_energy
}
#declare T_Glass1 =
texture {
pigment { color rgbf<0.9603922, 0.9505882, 0.9505882, 0.95>*.95 }
finish { F_Glass1 }
normal{bozo 0.31 // very smooth, random noise function <0.603922, 0.505882, 0.505882>
//bozo 0.5 // for use with normal{} (0...1 or more)
turbulence 0.13 // turbulence often useful
}
scale <184,264,184>}
T_Glass1 and other POV-Ray textures can also be substituted for other exported materials WITHIN the POV file that Chief will generate.
Deandeanwjohnson@hotmail.com
Dean Johnson
Laurel, Montana
my personal pages
My gallery
3D rendering with POVray and Chief
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05-21-2007, 12:49 PM #28
it wont let me put the decimals in
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05-21-2007, 04:47 PM #29
Nate are you using the POV-Ray editor?
you can also edit the (glass_old.inc) file using notepad .....