CompuServe Thread

#Screw thread & Attribute

6 messages in this thread
#85837From: MICHAEL BATESJul 5, 1994 2:52 PM
Two questions that possibly someone can help me with: First, I have a complicated object. It is a pump housing, kinda looks like an odd shaped open ended tube with lots of holes in it. I want the outside to be red paint and the inside to be shiny metallic. I spent about an hour picking the outside faces and separating them into a new object with the red paint attribute. It works fine but is really time consuming. Q – Can Imagine automatically determine the outside faces and apply an attribute to them??? Second, I'm trying to make Screw Threads on a tube. I've tried most the textures as well as the Wave command in the detail editor. Can't get it to look quite right. Any suggestions??? Michael B.
#85925From: Charles BlaquiereJul 6, 1994 10:46 PM
Michael, If your tube is odd-shaped, i.e. it curves in weird ways, there doesn't seem to be an easy way out, as in: rotate the object so a clean cross-section appears in one of the views, zoom in, and use the Shift key along with the lasso to circle all outside or inside faces. Perhaps you should've split your object while it was still a few primitives; for example, if the tube is a flat, hollow disk, extruded along a roller-coaster path, you could've split the outside and inside edges of the disk into separate objects before extruding. Extruding both objects along the path would've resulted in a perfectly matched pair of objects, each of which could've been given the proper attributes. Finally, if your pump housing was built out of several primitives, you could've used the previous technique as each primitive was added. Regarding screw threads, can you give us a better idea of what your tube looks like? Is is a simple, straight tube? If so, follow this procedure: 1) Add an axis. In the top view, add 4 lines like this: _ | | \ | Distance = 20 units, for example | | + / _| axis 2) In Pick Objects or Pick Groups mode, pick the axis and Extrude along Y for 10 * 20 units (200 units), with a Y rotation of 10 * 360 degrees (3600 degrees). This will spin the profile you drew and create a screw shell. The ends, however, will look ragged. 3) Position a flat disk 20 Y units into either end, select all objects, and Slice. Remove excess material from disk and screw. This will clean up lonely polygons at one end of the screw, and add a cap made from the center part of the disk. Do the same at the other end, or add a hemisphere to make the screw head. (Slice a small slab shape out of the hemisphere to create the groove where a screwdriver would fit) Alternatively, when extruding you could've entered zero as X and Z final scaling [ MORE ]
#86069From: MICHAEL BATESJul 9, 1994 4:59 PM
Blaq: Yup, the tube (pump) is really oddly shaped. I drew it in Autocad using the AME (solids) extension to precise dimensions. AME (solids) uses 3D primitives and boolean operations like Slice & Merge, only different <g>. I then exported to a 3DS DXF and through POVCAD to an Imagine DXF. And, then into Imagine. It may have been very painful to make the outside and inside different objects during creation in AutoCad. Anyway, I'm getting much better at manipulating points in IM3.0 8^) And, the screw threads…. I was hoping there was some kind of texture that would make a simple tube look really threaded. Unless I was dreaming (I lost touch with reality about the time I got into 3D), I made great looking threads using a bump map in Renderman two years ago. But your method of creating them is nice and easy and will work great!! Thanks again, Michael B.
#86129From: Charles BlaquiereJul 10, 1994 9:53 PM
Michael, if you only want to simulate screw threads, then yes, you can use a bump map. Create an image like this: +—————-+ |1111111000000001| |1110000000011111| |0000000111111110| |0001111111100000| +—————-+ where 0 = black and 1 = white. Wrap this around your object as Wrap Z, Flat X (if the object is a vertical tube), with Repeat on. This will wrap a barberpole-like pattern around your object. Warning: versions of Imagine smaller than 3.0 do not repeat bitmaps if any Wrap option is selected, I believe. Also, you will want to smooth the border between the black and white areas to simulate the slope of the threads. Blaq!
#86178From: MICHAEL BATESJul 11, 1994 11:02 PM
Thanks Blaq, I'll give it a bash!!
#85926From: Charles BlaquiereJul 6, 1994 10:46 PM
[ continuation ] factors, giving you a pointy screw rather than a straight one. Then you just need to add a screw head as described. Blaq!