AgentSmith opened this issue on Sep 04, 2003 ยท 29 posts
AgentSmith posted Thu, 04 September 2003 at 9:56 PM
Attached Link: KnotPlot - "Red Dragon"
Really liked how this turned out, and it had fairly good detail, so I rendered it big. Apologies for the high-res-ness of it all. (1,000 x 1,500) Again, cool program for you all to go get, at least have sitting on your harddrive, maybe you'll use it one day, never know...;o) AgentSmith
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corys311 posted Thu, 04 September 2003 at 10:00 PM
Where can I learn more about HDRI??? This is a great looking knot man, when you think about it, a knot? how amazing can that be, but when you see things like this, wooaaa! Cory BS
Telson posted Thu, 04 September 2003 at 11:25 PM
Excellent work AS, how long did it take you?
Zhann posted Fri, 05 September 2003 at 1:48 AM
How did you get the little tubing around the big knot?
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Rayraz posted Fri, 05 September 2003 at 2:49 AM
That's a cool render :)
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ttops posted Fri, 05 September 2003 at 4:36 AM
AgentSmith posted Fri, 05 September 2003 at 5:22 AM
Yup (kpath-DemoA), the knots are customizable, they even have options for collision detection. This is just a certain kind of preset in KnotPlot, that automatically come up with a smaller tube wrapped around a bigger one, then you can cutomize it. The render only took a couple of hours. The smoothing of the knots in Bryce took a while, beacuse I had increased the amount of default poly's of the knots in KnotPlot by 2x. Which, made it fairly high-res, but that was neccessary because the first one I had done still had angles in the curves, no matter how much I smoothed. AgentSmith
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Gog posted Fri, 05 September 2003 at 5:40 AM
I not sure if I'm being dumb, or just not spending enough time looking at the manual, but how do I save these knots into something Bryce can load?
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Toolset: Blender, GIMP, Indigo Render, LuxRender, TopMod, Knotplot, Ivy Gen, Plant Studio.
AgentSmith posted Fri, 05 September 2003 at 5:45 AM
Yeah, those instructions are one small area on one page, lol. Now, I don't know if there is an actual button for saving, but I do know how to do it old school, via the manual... There is that low and wide window at the bottom, that you can actually type in...well type this; objout filename For exmaple, I typed; objout knot1 (don't forget the space) And then hit Enter. It will save the obj(s) in the root program folder of KnotPlot. AS
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Gog posted Fri, 05 September 2003 at 5:50 AM
Thanks AS, you're a star :-)
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Toolset: Blender, GIMP, Indigo Render, LuxRender, TopMod, Knotplot, Ivy Gen, Plant Studio.
ttops posted Fri, 05 September 2003 at 6:09 AM
Andini posted Fri, 05 September 2003 at 6:41 AM
Hey, I'm having trouble saving models in the program...how do you do it!?
ringbearer posted Fri, 05 September 2003 at 11:35 AM
Just type in the bottom box save filename. To open it again, load filename. To export to obj- do as Agent Smith says in post #9.
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ttops posted Fri, 05 September 2003 at 3:32 PM
Yep; dxf filename Outputs a AutoCAD DXF NURBS4 description to the filename.dxf. The surface is written as a b-spline patch, which most DXF readers do not implement. objout filename Outputs a Wavefront OBJ polygon mesh description of the current knot to the filename.obj. If you have a multicomponent link, each component will be written to separate files, with names filename0.obj, filename1.obj, filename2.obj, . . . . pfdxf filename [option] Outputs a DXF polygonal face description of the current knot to the filename. dxf. If option is present and equal to broken or if the current drawing function (see the draw command) is broken the knot is output as a broken surface. povray filename Outputs the current knot as a collection of bezier patches in a format suitable for input into the raytracing program POVRay. psdl Outputs a Alias SDL polygonal face description and model of the current knot to the files knotD.sdl and knotM.sdl. sdl filename patchname shadername Outputs a NURBS representation of the knot in a format suitable for input into the Alias renderer or raytracer. The NURBS patch is given the name patchname and is assigned to the shader shadername (defaults are Knot and KnotShader respectively). The output is written to the file filename.sdl. The parameter atw should be set to on before this command is used. phew...
catlin_mc posted Fri, 05 September 2003 at 4:18 PM
Oh, come on TT speak English please.................lol 8)
antevark posted Fri, 05 September 2003 at 4:20 PM
Coolest. Program. EVAR.
ttops posted Fri, 05 September 2003 at 4:21 PM
Sorry "Outputs a AutoCAD" should be "Outputs an AutoCAD" darn this copy/paste. ;)
BecSchm posted Fri, 05 September 2003 at 7:34 PM
BecSchm posted Fri, 05 September 2003 at 7:35 PM
AgentSmith posted Fri, 05 September 2003 at 8:29 PM
Rofl...leave it up to the Bryce forum to twist anything into doing something it wasn't originally intended for. ;o) Cool work, BecSchm! AS
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Rayraz posted Sat, 06 September 2003 at 3:33 AM
The knotted intestrins are cool :)
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catlin_mc posted Sat, 06 September 2003 at 11:36 AM
My god, guts and bread, what next. lol 8)
Rayraz posted Sat, 06 September 2003 at 11:38 AM
haggis :p
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catlin_mc posted Sat, 06 September 2003 at 11:43 AM
lol.........................8)
wolf359 posted Sat, 06 September 2003 at 12:21 PM
Rayraz posted Sat, 06 September 2003 at 12:35 PM
That's a really nice one Wolf.
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Rayraz posted Sat, 06 September 2003 at 12:35 PM
Doesn't really look like haggis though :)
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AgentSmith posted Sat, 06 September 2003 at 10:12 PM
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Aldaron posted Sat, 06 September 2003 at 11:48 PM
try the araglyphs with 3D glasses (red/blue ones) :) Also there's animation and all sorts of things.