POV-Ray : Newsgroups : povray.general : CALIMAX Modeler : Re: CALIMAX Modeler Server Time
12 Aug 2024 17:12:57 EDT (-0400)
  Re: CALIMAX Modeler  
From: Spider
Date: 27 Jan 1999 15:04:41
Message: <36AF7048.1EC08976@bahnhof.se>
Rudy Velthuis wrote:
> 
> Spider schrieb in Nachricht <36AE07D1.EF62A0D5@bahnhof.se>...
> >I have to add a few lines here... Comercials...
> >Breeze designer. If you havven't tried it, it is worht the download.
> >
> >As far as I understand it is a beta, and freeware.
> >It can do manu things that I think are pretty interesting, It's layout is
> somwhat like
> >Calimax.
> >
> >More : It also has openGL preview and the like, all the primitives for pov,
> and can break
> >them down into meshes (interesting, IMHO).
> >
> >I'd recommend this for you who look for a modeller...
> >I liked the first look of it, and haven't tried much, but I feel it is
> good.
> 
> I had tested Breeze before Calimax. I don't know why I didn't like Breeze,
> but liked Calimax instead, anymore. I have tried both again now and Breeze
> is easier to use, altough the interface is really similar. Calimax has the
> bad habit (I already mentioned that) of making you change everything in
> modal dialogs (a dialog is modal if you can only continue with the rest of
> the program as soon as the dialog is closed). Breeze at least has some a bit
> easier ways of transforming (scaling rotating, etc.). There was one thing in
> Calimax I particularly liked, but I can't exactly remember what it was (I'm
> slowly getting old, I'm afraid). At least Calimax has more objects to offer.
Well, I can say that Breeze seems very discontinued.... But I still have hope :-)

I agree with you on modals, it shouldn't be likee that. And I like the Moray style of
a
static dialog to the right...

> 
> Currently I use Moray 3.1 and hand-coded POV. I still like hand-coding best,
> but I'm propably one of a very few who still like that. I like the
> flexibility of it and I don't like the code generated by modellers, which
> are always a bit bloated (this is inherent to the way they work). I mean: I
> would make a building with 40 equal windows in a loop. Modellers declare
> every single window, with a name etc.
No, I mostly hand-code. I can't find the patience to get as good with a modeler as I
can
with a simple loop...
(making a stair, for example... )


> I myself would like to see a modeller which declares a
> 
>   box { <-2, -2, -2>, <1, 1, 1> }
> 
> not as
>   box
> 
>     <-1, -1, -1>, <1, 1, 1>
>     scale <1.5, 1.5, 1.5>
>     translate <-0.5, -0.5, -0.5>
>   }
> 
> but really as the original box.
I agree... Would be far better. But, it is hell to create such a modeller...
One must first take the translations and scalings, compute the points, and then...
*shudder*
and you'd loose the translate/scale parts as well..


> 
> Also in POV I have the freedom of choosing the order of scale, rotate and
> translate, and not always depend on the order given by the modeller. In the
> model I'm currently trying to do, it would really be much easier if Moray
> would translate before rotating.

I like pov.. But then, I see myself as a pov coder, not artist...


//Spider


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