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Nice, I'll be looking at this one...I'll also try to get around to my
own noise patch, so I can show you what I've been talking about.
I'm currently working on, in addition to homework that should probably
be a higher priority than it is and a life I should be paying more
attention to:
Updated proximity pattern.
Updated blob pattern patch (with the smooth blob functions), possibly a
blob2 object with a ray subdivision (like the isosurface primitive)
solving algorithm.
Updated and modified version of the tessellation patch.
Updated glow patch, including glowing objects and several new glow
geometries: circle, line, and spline path. People should like this one,
considering how popular the original was/is.
That new noise-generator idea.
And G (someone please suggest a better name...). The compiler and
interpreter seem to work pretty well so far, I just need to get a few
more things before I can start tying it in to POV. If/when I'm
successful, POV will have vector capable functions with flow control
statements like if() or while().
I'm still working Sapphire too, but not so actively. It probably won't
get tied into POV. Lumini, my own raytracer, will use it though...that's
another project currently inactive. And my VR environment...I need to
make some more progress on Sapphire before I can continue with it. These
last three don't have anything directly to do with POV.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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