CompuServe Thread

Golf ball

43 messages in this thread
#58007From: Mark DannerJun 1, 1993 11:34 AM
Does anyone have any tips on how to model a golf ball in LW2.0? Those little dimples are killers! The ball will be seen close to the camera and it may or may not spin – so I don't think any sort of mapping is in order… But if someone knows of a way I can achieve realistic looking results with mappings.. my ears are wide open. If I can't do it with mappings I'll have to model the dimples… How? Any thoughts on this would be appreciated. Thanks, Mark. P.S. Also, I have to put a phrase across the surface of the ball. It should dip into the dimples just like a real golf ball.
#58033From: John GrossJun 1, 1993 10:52 PM
Sounds to me like the logical way to do it is with a bump map. It would be hell to actually model it as well as fairly polygon intensive. The way to get a good looking dimple is to go into DPaint and create a light gray to white spherical gradient on a white background. Repeat this pattern over the whole image and make sure all the edges have no dots halfway on them. Try using this as your bump map. Of course, you'll have to practice with the sizes. Also, the logo can be drawn right on the map to also simulate bumps. In a bump map the luminance (brightness values) of the image determine how bumpy the surface is. White is raised while black is not. That's why the map should be a white background with gradient spheres centering into grey or black. This will make them appear pressed in. You could also make the colors reversed and use 'Negative Image' in the Bump map panel.
#58051From: Mark DannerJun 2, 1993 9:22 AM
Thanks John. I beleive you're saying that I should make one dimple in DPaint and pattern that across the sphere in LW… right? Or should I make one dimple, pattern that in DPaint to create many bumps, and then slap it on the sphere? I guess I'll try both. Thanks for your comments.
#58099From: John GrossJun 2, 1993 11:29 PM
Hi Mark, Yes, I was reffering to making one image with a lot of dimple patterns on it. Make sure none of the dimples touch any edges for a seamless wrap. Good luck! JG
#58168From: Matthew J. W. RatcliffJun 4, 1993 1:35 AM
Might one not get a better image with ToasterPaint? or at least an AGA dpaint with 256 gray levels. If you got to close to a dithered dpaint 16color map, you might notice it. Also make the sphere big, so there's lots o color in the range area.
#58274From: John GrossJun 5, 1993 6:08 PM
You are absolutely correct. 🙂 JG
#58048From: jeff HolinskiJun 2, 1993 3:50 AM
The method John Gross outlines in his message to you should work except that you will probably end up with a seam where the edges of the bump map meet. I'm not sure if this will work as I dont have a Toaster but you might try wrapping the bump map around a pair of hemispheres. Start with a sphere in the modeler. Use the volume mode to cut and paste half of it to another layer. Save one of the hemispheres as ball.1 and the other as ball.2. Next go into layout and load both of the hemispheres. Map the bump map onto each of the hemispheres using a spherical map. Now group the 2 hemispheres together so they move as 1 object. (Can you do that with LightWave?) The idea is that the seam where the edges of the bumpmap meet would be on the side of the sphere that you cut out in the modeler. I'll e-mail you a picture that might make this a little more understandable.
#58050From: Mark DannerJun 2, 1993 9:22 AM
I'm not quite sure what you mean, Jeff. I'll look at that pic and get back with you. Thanks for your comments.
#58098From: John GrossJun 2, 1993 11:29 PM
Jeff, The seam issue is why I said that you should make sure that all of the image edges are the solid white background color. That way when they wrap and meet, you will have a seamless image around the ball. JG
#58170From: jeff HolinskiJun 4, 1993 1:47 AM
The problem with trying to wrap a square image onto a round ball is that it will NEVER turn out right. Imagine all of the dimples are the same size and there are 15 across per line. You do a spherical wrap onto the ball. There are 15 dimples around the equator but near the poles the edges of the image will overlap OR the dimples will have to change size. Whichever happens it won't look right. I once saw an brush that was designed to be mapped onto a sphere to create a basketball for Imagine. The brush was NOT square. it had a really odd shape so that all of the edges would meet but not overlap when it was wrapped onto the sphere. I'm not sure how LightWave would react to a non-square brush though. Sit down and have a REALLY close look at the pattern on a golf ball and see if you can figure out an easy way to duplicate that pattern on a flat image so that you will be able to wrap it and have the pattern look right. Even the method that I suggested won't have QUITE the right look but it should look closer if it works.
#58199From: Nathan WahlJun 4, 1993 12:39 PM
Jeff, Try making a brush that's just a row of dimples, and make each slice of your golfball a different surface. Then change the mapping sizes to get the right look using that image as a cylindrical or spherical bump map for each layer. Might work. Also, try making a square white brush with a round hole in it. Use the outline function in DPaint (kybd o) as you select darker and darker greys, and make it change faster at first. This would mean one outline at the first grey, two at the second, three at the third, and so on until the hole is filled. This will give you a tapered bowl shaped dimple rather than a cone shaped one. Use that grey blob as a brush for your row of dimples. Make sure that the number of pixels of white on the two ends of your row equals the number of pixels between each dimple, and make the whole thing an even multiple of 64 pixels wide. This will make sure that it maps nicely. Let us know how it comes out! … Nate, Emerald Video. I Animate – because – I am a Nate!
#58359From: Mark DannerJun 7, 1993 1:02 PM
Nathan, Your suggestion won't work properly. Making the dimple the single dimple is simple enough… Creating many of them in one map to be wrapped spherically is the problem. Also, take a good look at a golfball as Jeff suggests. There are no clean rows of dimples. The dimples are packed together and wrapped perfectly around the ball – as if each dimple were the center with other dimples surrounding it. It's tough!
#58402From: Jim SteeleJun 7, 1993 9:44 PM
Mark, I don't have a golf ball handy, but is it possible that the dimples a packed in some sort of a pattern? Sort of like atoms in a crystal lattice? If so it might be possible to make a brush map of this 'unit cell' and spherically map it, using tiling. The map would look something like: . .P P . F .P P . The P's are basically quarters of the F dimple in the center. Jim
#58435From: Mark DannerJun 8, 1993 9:02 AM
It's tough to recognize a pattern on the ball. I've made one similar to the way you describes a week ago. I was a repeating pattern that eventually formed what seemed to be five dimples surrounding one dimple. Multiples of these were sandwiched inbetween the spaces in the original 6 dimple pattern in a gear-like organization. If the pattern is built correctly a new pattern emerges… a triangle of dimples surrounding one dimple where any dimple could be the center dimple. This pattern (if not correct) seems to simulate the dimples on the ball very well. Now, if I could map it perfectly around the ball …
#58493From: Jim SteeleJun 8, 1993 11:15 PM
Did you map with just the brush or a full image of the entire sphere? I'm working on this huge space station object. It needed a 'hull plate' pattern to be mapped onto a spherical habitat module. I made a hexagon tile and stamped 6 down around the original. Then I cut out a square brush through the centers of the outer 4 hexagons. With the tiling set to large numbers, like 30 or so, it looked pretty good, even at the poles.
#58542From: Mark DannerJun 9, 1993 4:06 PM
Jim, I mapped the entire picture (after patterning the brush).
#58635From: Paul ToalJun 11, 1993 2:52 AM
I've been trying to visualize your hexagon layout. How do you cut thru the four outside hexagons if there are actually six? Does the brush you cut have four long legs and two short ones? How are you at ASCII drawing 🙂
#58670From: Jim SteeleJun 11, 1993 9:43 PM
I went back and looked at it again….I see that two of the outer hexagons were redundant. So…. __ 1 / \ 2 If you start with the center hexagon, pick it up and plop 3 \__/ 4 down copies on sides 1-4. The top and bottom are unneeded. __ __ Now, cut out a square with corners in the exact centers of /1 \__/2 \ hexagons 1,2,3 and 4. \__/ \__/ /3 \__/4 \ \__/ \__/ ..__.. |_/ \_| Now that I look at it, I see I goofed when I described is as |.\__/.| a square. It's actually a rectangle. If instead, you add the top & bottom hexagons, then cut from the center of the top face of #1 to the center of the bottom face of #4 you get a brush that's closer to being a square. _…._ \__/ Actually, I like this one better. It looked pretty good _/ \_ tiled onto a 10km sphere at about 60×60. Since I have a \__/ large tube comming out both poles,distortion at the poles is _/..\_ not a problem. Jim… Plain Geometry, nothing fancy.
#58431From: Nathan WahlJun 8, 1993 4:43 AM
Mark, Hey, you're right about the dimples on a golf ball. Not only aren't they all in a row, I can't even recognize a pattern on the one I found. How about making a square brush of dimples in a random(?) pattern, and using it to fill an hourglass shape in the shape fill mode, pick up a square chunk of it, and use that as your map? You may be able to fudge the edges enough to get a repeating pattern. Squash the top and bottom if necessary. Well, good luck, and sorry for the bum dope. If you get it figured out, why don't you UL it so we can all see the results. … Nate, Emerald Video. I Animate – because – I am a Nate!
#58436From: Mark DannerJun 8, 1993 9:02 AM
Ah, yes. I've done that. The wrapping is the problem.
#58483From: Jim S. RoofJun 8, 1993 9:46 PM
II have modelled a golf ball. It took about two and one-half hours. Probably less time than the discussions on the subject! I will upload in a day or so. It is not a regulation PGA ball but it will do. It consists of about 10k of polygons and was an interesting challenge. It is not mapped, but rather has actual dimples that can be rendered very close without much trouble. The shading in some areas gets a little flaky when you shoot the thing in full screen but I am happy with it. Jim Roof
#58544From: Mark DannerJun 9, 1993 4:06 PM
That would be great, Jim. Let me know when you upload it.
#58504From: Paul ToalJun 9, 1993 3:42 AM
Just take a golf ball and cut the cover off. Flatten the carcass and then digitize it. Now just wrap it around any sphere. –Paul < Motorola Inside >
#58543From: Mark DannerJun 9, 1993 4:06 PM
That won't help much paul. Actually creating a pattern to wrap is not much of a problem… wrapping it around a sphere is. It's just as much of a problem as you would have if you tried to do what you suggested. Cutting the cover off the ball would not yield a nice, flat surface. How do you get material molded as a sphere to lay flat without cutting slots in it? Even if you could… you have the same rectangle to sphere mapping problem that we've all been talking about.
#58740From: Wayne ColeJun 13, 1993 3:51 AM
Mark, It might ust be cheaper in the long run to buy the object from Viewpoint. I believ their fully dimpled golf ball is about $400. wmc – via Autopilot!
#58782From: Jim S. RoofJun 14, 1993 8:14 AM
Mark, Have you checked out the golfball in Lib 10 in Amiga Arts forum? It's the one I did and it may suit your purposes. Jim Roof
#58975From: Wayne ColeJun 17, 1993 12:17 AM
Oops! I've been hit by a drive-by golf ball message!! (Sorry, I'm not the one who needed it, but I did see it in the libs. Mark will probably too.) wmc – via Autopilot!
#58786From: Mark DannerJun 14, 1993 11:29 AM
That's pretty expensive for an object. Don't you think?
#58855From: Peter GreciJun 15, 1993 4:18 PM
Not Really. Modeling IS ALOT of work. BTW if you think $400 for a Model is alot you'd pass out when you see the price for their Complete Skeleton Model.
#58976From: Wayne ColeJun 17, 1993 12:17 AM
I dunno – never bought one, but they apparently do a brisk business selling them. Course if you saw the ball and amortized that over the hours it took to create it, the artist/designer is not geting all that much. wmc – via Autopilot!
#58368From: jeff HolinskiJun 7, 1993 3:25 PM
I don't have a Toaster so I can't try this. My suggestions for LightWave are all theory based on my experience with other packages. It has however occured to me that if a person was willing to rename every polygon of the golf ball with a different name and map a SINGLE dimple to each one the spacing should be perfect and there should be no distortion. LightWave CAN make a ball with square polygons rather than triangles right? It shouldn't take much more memory than a single bump map since LightWave only uses one image and just pastes it on other surfaces.
#58417From: Jim S. RoofJun 8, 1993 12:43 AM
Actually, you would not want 4-sided polys for the golf ball. The polar regions make very narrow trapezoids and the very top polar polys ARE triangles. I suggest your method but with a level three tesselation as the primitive. It will be a lot of work but this might well be the ticket to the party. Jim Roof
#58419From: John GrossJun 8, 1993 12:53 AM
That wouldn't work because of the way LW maps. some of the polygons that were not on x,y or z axes would wrap slightly off. JG
#58432From: Nathan WahlJun 8, 1993 4:43 AM
Jeff, Lightwave makes spheres that are either rectangular along the equator, but triangles on the poles, or tesselations, which are all triangles. Maybe the secret would be in using those triangles, since they may look to be in a similar pattern to the golf ball. … Nate, Emerald Video. I Animate – because – I am a Nate!
#58247From: Wayne ColeJun 5, 1993 4:05 AM
Jeff, For a spherical image map, make sure you image is a multiple of 16 pixels wide. LW doesn't do so well on spherical wraps that are not divisible by 16 in width. wmc – via Autopilot!
#58194From: Mark DannerJun 4, 1993 9:36 AM
Well, the bump map looks OK. I used ProFills to make a seamless map. The only problem is that a planer mapping distorts the image along the sides of the sphere. The spherical mapping distort it around the poles (causing the same number of dimples around the equator to appear near the poles). I guess this will do – compared to the modeling alternative. Thanks, Mark.
#58212From: John DowdellJun 4, 1993 3:38 PM
Hi Mark, Lot of good tips in this thread…here's something else to throw into the stewpot. You came across that "pinching" problem at the poles of a spherical map. In Photoshop there's a filter called "Polar to Rectangular" that helps in changing a flat image to something suitable for spherical mapping. The result has fewer dots at top, more at bottom, and the ones at the bottom/equator are stretched — dimples are equidistant and properly shaped when bump-mapped to a sphere. I'm not sure which of the Amiga paint programs duplicates this function…perhaps someone else can suggest? Another approach is Steve Worley's basketball example that Jeff alludes to…it's in Steve's book "Understanding Imagine 2.0", but I don't really understand the explanation. (The map *is* square, though, it's just the contents that are deformed.) Hope this helps! John D.
#58362From: Mark DannerJun 7, 1993 1:02 PM
John, The 'Polar to Rectangular' operation in Photoshop sounds like it would solve the problem perfectly. But I don't have Photoshop. It is a PC product? Who makes it? ZSoft? If anybody knows how I can acheive a 'Polar to Rectangular' image operation with Amiga based progs, let me know. Thanks, Mark.
#58426From: Miguel ChavezJun 8, 1993 2:15 AM
Photoshop 2.5 is by Adobe. There is both a Mac and IBM version. Miguel ——– AP, AP, and away!
#58230From: Luke H MontgomeryJun 4, 1993 8:57 PM
Mark, I have done a golf ball (for an animation for a country club) -looks good even when moving. I used bump maps for the dimples + a texture map of the club's logo. I'd be happy to send a copy of the LW files, in the interest of Toaster good will (or maybe even a little credit <g>) Let me know if you want me to dig it up! The only real problem I ran into was getting the right number of spherical mapping multiples for the dimples. Good Luck! Luke Montgomery, CompVid, Kansas City
#58361From: Mark DannerJun 7, 1993 1:02 PM
Luke, 'The only real problem I ran into was getting the right number of spherical mapping multiples for the dimples.' Did you solve this? If so, and you still have a copy of the bump map, I would be interested in it. E-Mail me if you have it. Thanks, Mark.
#58730From: Jim S. RoofJun 12, 1993 10:53 PM
I have ul'd the golf ball in lib 10 in the Amiga arts forum. It looks pretty good. The dimples may not be quite dense enough but considering the # of polys I think it's dense enough!
#58787From: Mark DannerJun 14, 1993 11:29 AM
Jim, thanks a lot for the golfball upload. I rendered it and it looks quite good. I'm not going to use it, however — the dimples aren't very dense (as you mentioned). I'm going to go the bump map route. I build nice pic of dimples. Now all I need is to stretch the top and bottom portions (while leaving the middle untouched) and wrap it. Photoshop has an operator that will do this but I don't have access to Photoshop. I'll write a rediculous script in ADPro to painfully build the new image one scanline at a time if I have to. Thank you very much for your upload. That's an impressive piece of effort.