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Several tapers beams would be attached to creels on the Tape Sizing machine, and the threads from these would be sized and combined to create the smaller weavers beams. [3] As a rule of thumb, a tapers beam had thread long enough to make 20 weavers beams. Colloquially, the term beamer was used for anyone responsible for moving beams of yarn.
In the manufacture of cloth, warp and weft are the two basic components in weaving to transform thread and yarn into textile fabrics. The vertical warp yarns are held stationary in tension on a loom (frame) while the horizontal weft (also called the woof) is drawn through (inserted over and under) the warp thread. [1]
Warp and weft in plain weaving A satin weave, common for silk, in which each warp thread floats over 15 weft threads A 3/1 twill, as used in denim. Weaving is a method of textile production in which two distinct sets of yarns or threads are interlaced at right angles to form a fabric or cloth.
With each weaving operation, the newly constructed fabric must be wound on a cloth beam. This process is called taking up. At the same time, the warp yarns must be let off or released from the warp beams. To become fully automatic, a loom needs a filling stop motion which will brake the loom, if the weft thread breaks.
A simple treadle floor loom. Mouse over components for pop-up links. The warp runs horizontally. On the left the warp beam, held from turning by with a weighted trough to keep the warp taut; on the right, the cloth beam (also called a breast beam on this type of loom), with a pawl and ratchet to allow the weaver to roll up the fell. In the ...
Common reed sizes for the hand-weaver are 6, 8, 10, 12, or 15 dents per inch, although sizes between 5 and 24 are not uncommon. [9] A reed with a larger number of dents per inch is generally used to weave finer fabric with a larger number of ends per inch. Because it is used to beat the weft into place, the reed regulates the distance between ...
Some examples of 3D ray-traced caustics can be found here. The focus of most computer graphics systems is aesthetics rather than physical accuracy . This is especially true when it comes to real-time graphics in computer games [ 8 ] where generic pre-calculated textures are mostly used instead of physically correct calculations.
An example of the thread crossing pattern in a plain weave fabric Structure of plain-woven fabric Structure of basketweave fabric Warp and weft in a plain tabby weave, showing the reversals of the weft.