POV-Ray : Newsgroups : povray.general : Re: Softglow example : Re: Softglow example Server Time
4 Aug 2024 02:22:06 EDT (-0400)
  Re: Softglow example  
From: Rafal 'Raf256' Maj
Date: 18 Aug 2003 06:51:37
Message: <Xns93DB82CB7EB48raf256com@204.213.191.226>
abx### [at] abxartpl news:pe91kvsssl0rid9nikg23qupc92hp6arr8@4ax.com


> And please note, you did not proposed patch. You usually imagine/propose
> _feature_ and only promise patches :-)

And my SpecFlar is what, an FPP game ;) ? 
Yes it is as separate program. I wrote in only in 3 hourse (one day 
including test image screation and render).

I use MinGW and if pov 3.5 can't be yet compiled by it - it's a problem for 
me if I want to change pov code.

>   Why ? If you can output it with 16 bit per color resolution in
>   format readable for other image manipulation apps why to introduce

In with format can I store informations about RGB each pixel, is it a light 
source and how bright, is this an hit-point of monster for my game, what is 
normal of this pixel, how far is it from camera. 

It would need about 5 channels.

And yes, this is usefully, if arguemnt about monster in game etc is'nt so 
good for graph artistis, I hope a little demo I'm making would be 
interesting. 

This demo requires RGB + normal FT data, but I will fake it using pov 3.5 
in two renders (one for actual RGB, second to gather FT data).


-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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