This article is a continuation of distance collaboration, and 3d
modeling. We continue our experimentation with 3d modeling using the
freeware package called sPatch, and collaboration with Net Meeting. This
article assumes that the student is already familiar with distance
collaboration and 3d modeling tools.
The lab for this week builds on two that we did in previous weeks. The
following is a summary of relevant information from two articles that you
already read. For full details, read the following.
sPatch is freeware. It is a Bezier patch based modeler that exports POV,
DXF and VRML on Windows 95/NT. It can build models for VRML browsers and
POV-Ray. Because it is spline based it especially good for bio shapes and
curvy objects.
POV is a freeware 3-dimensional ray tracing engine. It takes your 3D model
and simulates the way light interacts with the objects you have defined.
It can create stunning 3D pictures and animation. In addition to ray tracing,
POV uses radiosity to add greater realism to scenes containing diffuse light
sources such as the fluorescent lighting. POV can simulate many
atmospheric and volumetric effects (such as smoke and haze).
The coordinate system for POV-Ray has the positive Y axis pointing up, the
positive X axis pointing to the right, and the positive Z axis pointing into the
screen. The X, Y, Z coordinates of a location is specified with a 3-part
vector of 3 numeric values, between angle brackets and separating the
values with commas.
POV is a rendering engine only, it does not include a modeler. A
modeler is a program which uses graphics to make the job of creating 3D objects
simpler. Using a modeler you can arrange structures by visually interacting.
Net Meeting 3.01
Microsoft NetMeeting is a real-time multimedia communications tool that can
create a collborative environment for geographically distant people. It
uses the TCP/IP network facility readily available on the Internet.
NetMeeting's Program Sharing feature lets you flexibly share multiple programs
during a conference and retain greater control over the way they're used. NetMeeting can control how shared programs are displayed on
your desktop, and gives the person sharing the program control over who uses it.
You can share a program with other people--even if those people do not have that
program installed on their computer, which makes setting up carpool schedules or
organizing family reunions easy when you meet on the Net.
In this lab, you pair up with a classmate and model a
formula one racing car (following the excellent tutorial from www.mech.ed.ac.uk/~dom/index.html)
using sPatch. This tutorial covers the creation of a simple F1 model. It
gives general instructions, and is meant to guide you through, to show you how
things can be done in sPatch.
Explore
the Help menu items of Net Meeting and the sPatch programs. Do not simply
call your TA for details on how to accomplish a task.
Following the different phases should bring you to a model usable with PovRay.
If you have not understood how to do welding
in sPatch, try doing it on a few samples first.
Model the different parts in different layers. It will make things easier as
you will be able to disable a finished layer while working on another and will
also allow you to export your model efficiently for render purposes.
- Form into pairs. Preferably pair up with some one across the
lab, so that normal conversation is not helpful as a collaborative tool.
- sPatch is installed on all the PCs. However, share what you have
produced with your partner, and collaboratively tweak the result.
Share the program via Net Meeting.
- Save intermediate layers/results, and share the files.

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Use add tool to
draw a profile for the air collector in the YZ plan. |
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Extrude
that profile three times along the X axis. |
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Scale and
translate
the created profiles to obtained desired shape. |
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Extrude ,
translate
and scale the
profile at the large end of the shape to give some thickness. |
Tip: To obtain the sharp
end, scale down the narrow end until the knots overlap but do NOT weld
them together as this would create unwanted curves. |
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Use add tool to
draw a profile for half the car body in the XZ plan. |
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Extrude
that profile along the Y axis. |
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Make a copy of the obtained surface. Flip that copy along Z. |
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Translate
the flipped copy along Z until the central surfaces overlap. |
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Join the two surfaces together by welding (left click to grab a
knot then still holding right button, right click on the knot you
want to weld on) each of their corners. |
Note: Flipping a surface under sPatch will invert the orientation
of facet normal when exporting the model into VRML or DXF files. |

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3. Combining the first two elements
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Select
the air collector and place it at the desire position, on top of the
central body. |
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Use add tool to
create segments to be used for joining the two objects. |
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Weld created segments to the air collector on one end and to the
central body on the other as show on the right. |
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Use smooth tool to solve problems occuring when welding the rear end of
the air collector. |
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Note: welding the two objects together creates
the missing patches and acheives a seamless connection with curve continuity.
The back of this part, where the air collector meets the main body can be a bit
troublesome when trying to create the missing patches. Don't lose your calm,
proceed with caution and use the Undo function if it goes wrong.

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Use add tool
to draw a profile for the nose in the YZ plan. |
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Extrude that
profile three times along the X axis. |
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Scale and
translate
the created profiles to obtain the desired shape. |
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Use add tool
to draw a curve segment. Weld this segment horizontally between the
two middle knots. |
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Weld the top two knots to the middle two knots to seamlessly close
the tip of the nose and create the diving effect. |
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5. Combining the nose with the rest.
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Move the
nose part in place in front of the main body. |
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Use the add tool to create a 4 points curve (don't connect it to
anything yet). |
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Place that curve at the front of the main body, facing the top of
the nose part. |
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Weld the two extremities of that curve to the sides of the
cockpit. If you encounter curve problems, use the peak tool on the two extrimities
once connected to the cockpit. |
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Create simple segments with the add tool then use these segments
to connect the knots facing eachother. |
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Use another couple of segment to close the bottom of the cockpit. |
Note: This part is one of
the most tricky phase of this tutorial. Welding these two objects together
this way creates curve problems as sPatch tries to connect the different
curves to form one. |
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Create the wings side support with simple squares for the rear and
two patches for the front. |
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Two parallel squares are enough to create the fixture parts for
both front and rear. |
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Draw a
three points curve, give it a aerodynamic shape. Extrude it once or twice
depending whether you want it bendy or not. |
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Place the
created wings at the correct position on the car body. Make sure the
fixture part touches the body. |
If you think wings are really simplistic, well,
do them better! |

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Create a 4 points circle. |
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Extrude ,
translate
and scale
that circle profile to obtain the tire shape. |
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Using the model menu, create two 8 knots circles in the XZ plan.
One fro the outside and one for the inside of the wheel. |
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With the add tool , create a three point loop. Move the knots to obtain a
suitable shape. |
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Make a copy , flip along Y, then translate along Y to get a
symetric position of both loops (so you can rotate around the
origin). |
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Make three copies of the two loops together and rotate them around the
wheel. |
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Create a long curve and use it to create patches (zigzag weld it around the
wheel as show on the right). Weld the inner circle too! |
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Extrude
the outside circle once to obtain an little bevel, then twice to
create the inside of the wheel. |
Note: When rotating an object, sPatch automaticaly compute the
rotation center as the geometric center of the selection. By creating a
symetric copy of the loop, this center becomes the origin, making it easy
to place our shapes around. |


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9. Bolts to hold the wheels.
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Create a 8 points circle and use the peak tool on it to get sharp
edges. |
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Extrude ,
translate
and scale
that octogon profile to obtain a nut shape. |
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Use the add tool to draw the ouline of the driver seat. Make sure it's
symetric either by using the grid or by drawing one half the clone , flip, translate and weld. |
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Use the add tool to draw a curve representing the bottom of the seat.
Use an appropriate number of points to ease the incoming welding
operation. |
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Create curve segments and use them to create patches (by welding them
horizontally as show on the left). |
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Extrude the
outline profile, move it sliglty backward and scale it down to give some
thickness to the seat. |
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This tutorial covers the creation of a simple F1 model. It gives general
instructions, and is meant to guide you through, to show you how things can be
done in sPatch. It's now up to you to add all the missing part of the car. Wheel
support triangles, steering wheel, extra aerodynamic curves ...
Or, download the finished result by Jacquel here.
| Now, that our Formula 1 model is complete, we can
use it in some kind of rendering package. sPatch can export directly into
Pov files, so let's use Pov-Ray! A
minor drawback in sPatch is that the export function groups all the layers
in one big union, making it difficult to apply different textures to your
model. There is a way around it. Export
only output the visible layers, so to render your model with different
textures applied to different parts, apply this following procedure: |
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Select each layer one by one. Make only the current layer visible. |
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Export the current layer into a new pov file. Create a new Pov file for
each part of the car you want to assign a different texture to (like
wheels, tires, seat...). |
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In the Pov-ray files you generated, add a #declare
a_name = before the generated union and remove the pigment and finish
lines at the end of the file. Also remove the camera setting and the
lights form the file (keep a copy of that part somewhere). |
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Create a new Pov file in which you include all the exported files from
sPatch and your texture file. Copy the original camera and light setting
you saved (they are a good start!). |
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Now use your declared objects with object { a_name
... etc ... } and apply your textures to them ... RENDER!! :-) |
| CSCW |
Computer Supported Cooperative Work |
| IP |
Internet Protocol |
| FTP |
File Transfer Protocol |
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| ILS |
Internet Locator Server |
| NM |
Net Meeting |
| POV |
"Persistence of Vision" |
| URL |
Universal Resource Location |
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A few acronyms and their expansions are collected in the
table here. If you are curious about an acronym or term not listed, type
it in the input box below, and then press
the button to look it up in the TechEncyclopedia.
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- Download Net Meeting 3.01 from http://www.microsoft.com/windows/NetMeeting/
- "Microsoft
Internet Explorer 4.0: NetMeeting Internet Collaboration Tool" - a
CBT training course -- for NetMeeting 2.1 but has some good animations and
explanations
- www.povray.org The home of POV-Ray.
Freely download the binaries for many OSs.
- http://www.mech.ed.ac.uk/~dom/3d/3d.html
Excellent tutorials on sPatch by D. Jacquel. The Coke Bottle and the
F1 are from here.
- Internet Ray-Tracing Competition (IRTC).
Must visit. See the past winning entries created with sPatch and POV-Ray
combinations.
- http://www.cableone.net/alyson/spatch.html
is sPatch's home. The link in the Help menu is broken.
- Prabhaker Mateti, Distance
Collaboration with Net Meeting, EGR 199, Winter 2000
- Prabhaker Mateti, 3D Modeling and Ray
Tracing, EGR 199, Winter 2000
- List, on a sheet of paper, what parts you have produced, and turn it in.