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On 8/7/2016 8:00 PM, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>> I use three media in one interior.
>
> Changed my code - that seems to work for me now.
Good, good.
>
>> I would post the code but it is messy. I have to overwrite the code
>> Bishop3d exports with the code modified to run direct from Pov.
>
> Seems messy and time consuming.
>
True but needs must. :) And I need a visual representation of the scene
I am making.
>> Both Bishop3d and Moray export a pov file for each frame and it takes
>> PovRay 16 seconds to save the scene.
>
> "Frame"? Is that one of the "slices" to make the DF3?
Yes, I use frame_number instead of clock for animations.
>
>> Creating the tga files to make the
>> df3's would take Bishop3d about an hour and a half to export 100 frames
>> times 3 for each channel.
>
> That seems insane.
>
> There has to be a better way / workflow.
You are telling me. It is so easy to make a mistake or forget a step.
Very tiresome indeed.
>
> I had an idea last night -
> I did a quick experiment with the Stanford Dragon mesh:
I had forgotten about the Stanford Dragon. It is quite upright at the
front and might be a good object to use. The Stanford Bunny might be a
good model to use as well. If you can imagine a drug smoking violent
Street Gang disguised as bunny.
> defined the object
> used #declare Variable = VRand_In_Obj(object {StanfordDragon}, Stream);
> to get the coordinates of 10,000 spheres, and placed them, made a copy of that
> and overlaid it with a "skin", plus rendered a jade textured mesh beside it - in
> 51 seconds.
>
You are confusing me. You are confusing me with someone who can code. ;)
Basic and PLC (programmable logic controller) are my limits.
> I'm thinking that it may be well worth your while to either ditch media and use
> an alternate scheme, or use POV-Ray to scan through a full-color solid object
> and make a point-cloud right in SDL
>
> http://paulbourke.net/miscellaneous/povexamples/
>
I'll have a look at that. Paul is always worth listening to.
> I think there must be a way to export the full RGB data in a single DF3,
Yes you can but in the process of creating a media. PovRay converts the
colour vector into a scalar. That is why I have used different
multipliers in the different colour channels.
> and then maybe overlay the real mesh with a highly-transparent texture.
>
That is too simple. There must be a catch. :)
> Can you make the mesh object filled with a media directly?
>
If I make sure that the mesh is closed. I don't want my dragon leaking :)
It would negate the problem of a media container inside another media
container being visible.
> I don't play with these things very often, so I'm just brainstorming.
>
>
Keep at it. It is only too easy to pick one direction and stick to it.
Almost all comments are welcome.
--
Regards
Stephen
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