POV-Ray : Newsgroups : povray.beta-test : Most Needed: New Shape: Human : Re: Most Needed: New Shape: Human Server Time
19 Apr 2024 07:08:35 EDT (-0400)
  Re: Most Needed: New Shape: Human  
From: Sven Littkowski
Date: 16 Dec 2015 17:53:03
Message: <5671eb4f@news.povray.org>
Yes, Clipka, your answer points to the problem I try to solve with my
suggestion: to have some human shape available to all POV-Ray users,
without having the need to beg others or having to purchase for big
(sometimes less) money. Most scenes are dead, they lack life. If PO-Ray
could come along with objects of life for its users, many scenes created
wouldn't be so dead anymore.

But I also agree, that such a human shape would be consisting of a
combination of shapes already known. But not everyone has these
modelling skills. I, too, lack these skills. Even getting a blob shape
to the way I want, is almost impossible for me, after dozens of
attempts. :-)

Maybe, to extend my suggestion, POV-Ray could ask its users who know how
to create human shapes, if one of them would be willing to offer such a
macro or shape collection to POV-Ray, and to be credited for that. Same
way, as other developers get credited for their works on other shapes or
functions.

i still think, my suggestion has some flesh on the skeleton. :-)

On 16.12.2015 09:14, clipka wrote:

> If you can provide us with mathematical formulae and/or algorithms to
test...
>
> (1) whether a given point is inside the "human",
>
> (2) where (if at all) a ray from a given origin in a given direction
intersects
> the surface of the "human", and
>
> (3) what the surface orientation is at that intersection
>
> then we might consider this proposal for a new inbuilt geometric shape.
>
>
> Until then, we must conclude that implementation of "human" as a dedicated
> geometric primitive in the rendering engine is impossible, and that
the shape
> must instead be implemented using the existing geometric primitives
and/or CSG.
>
> In that case, implementing the shape as a macro is just about as good as
> implementing it in the parser, and your call might as well go out to
the entire
> POV-Ray community, rather than the POV-Ray dev team; as a matter of
fact, I dare
> say the community members tend to have better modelling skills than
the members
> of the dev team.
>
>
> It might be worth noting that some members of the community have already
> successfully created blob- and/or CSG-based human shapes, and might be
willing
> to share their work provided they get due credit, while others are
successfully
> using DAZ studio and/or Poser in combination with PoseRay for this
purpose.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.