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In article <443bb194@news.povray.org>, t.d### [at] internlnet says...
>
> "Stephen" <mca### [at] hotmailcom> schreef in bericht
> news:web.443a70a98429f196c6b359800@news.povray.org...
> > Jens,
> > I like the idea of open source if someone else would do the work in
> > developing Moray along with PovRay. But it is shareware and Lutz would
> have
> > to have a say. In ways I like it having one developer, there is little
> > argument over what is being done. On the other hand. There is not much
> > going on just now AFAICT, and the development towards more mesh editing
> > capabilities is not the way I want it to go. But I'm not in charge so
> > that's my misfortune.
> >
> I agree with that. I do not need sophisticated mesh editing in Moray as
> there are several excellent other programs around which can do that. I only
> would need good mesh conversion/export from Moray, which it does already
> quite satisfactorily, imho.
>
> > As for Moray having "no big future" I'll continue to use it as it is the
> > best front end I know of, for PovRay. I don't need the newest, fastest
> etc.
> >
> Absolutely true! I second that!
> I use Moray quite often, either for building a complete scene, or for
> building separate objects, depending on the way I want my scene to grow. And
> it is so easy to wrap up everything together (Moray, external meshes) into a
> final POV-Ray scene!
>
> Thomas
>
Yeah, mesh editing would be nice (especially if it included being able to
scale an image to the background as you build a custom mesh, which is a
feature missing from like 90% of them. If you are not an expert on making
something like characters in 3D and even if you are, it helps a lot. But,
its not a critical feature. The thing that caused me the most problems
with Moray where a) floating point precision problems. I.e. POV had
higher accuracy, so in some cases you have to manually "adjust" things to
be correct, b) incomplete SDL support and c) a coordinate system that is
actually the reverse of the POV-Ray default. None of these are major
issues, but in some ways it would be like if they made the Maya editor
support only 90% of the features of the Maya engine, then forced you to
tweak the rest by hand. Its annoying, especially when you can't even do
something like selecting, "Media: Muddy Water", from a list and "know"
that the result will be something reasonably expected, instead of having
to spend a lot of time fiddling with it to guess at the right settings.
In other words, templates for some known uses of some features and at
least basic support for simple objects. Heck, even if you had to build a
basic approximation algorithm for isosurfaces into it, to produce a rough
mesh that would "actually" show more or less where it was in the scene,
that would help. Instead you are lucky to get a square bounding box for
some things and some are not even available.
As good as Moray has been, its got some persistent flaws.
--
void main () {
call functional_code()
else
call crash_windows();
}
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