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47b1c875@news.povray.org...
> But AFAIK in common parlance that means that "renderer X has a modeler
> *and* a scripting language for creating objects". Just because renderers
> have scripting languages doesn't automatically mean that the scripting
> languages are modelers.
The point is that for the user it doesn't matter how it's called. Modern
modelling applications are big toolboxes with different tools adapted to the
different tasks.
For instance, for the same model, you will use mesh tools to create some
shapes, NURBS tools to create others, subpolygonal displacement to create
details and then the node or script tools to rig the moving parts, turn
on/off lights, tune the smoke or fire density etc. If you're an architect
needing parametrizable objects such as doors and windows, you may be able to
create those objects from primitives using a script that will take specific
parameters given by the user. There are specialised libraries for any kind
of modelling task (Xfrog is such a library actually). Really, what is
discussed here has little relevance to the way 3D is created today. It's a
completely different world from the 90s when 3D modelling was a young
industry.
G.
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