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Greetings.
I've posted this before, in moray.win...
I've got a decent layout (i think) for my desk/computer.
I'm having problems recreating the off-white/beige for the computer
itself.
Also, I can't figure out how to subtract a box from a plane (if that can
be done?) because I'd like the window to be a Window(tm) with bushes
outside, and other cool stuff, like a sun.
(I tried Nathan Kopp's lensflare plugin to make a sunset sun, but the
thing projects right through the walls.)
I've been playing with this half-heartedly for over 2 weeks... had a bit
of a modeler's block ;) but I'd like to get it closed to finished.
Mike
Files: desk.GIF (the picture)
desk1.zip(the mdl, the inc, the pov, and the ini.[i wasn't
sure what to
(#)include<bad joke>])
Post a reply to this message
Attachments:
Download 'desk1.zip' (74 KB)
Download 'desk.gif' (26 KB)
Preview of image 'desk.gif'
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From: Bob Hughes
Subject: Re: Furniture problems...(gif ~25k, mdl/inc zip ~74k)
Date: 9 Apr 1999 15:05:55
Message: <370E4162.9A401FB5@aol.com>
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Are those walls made up of planes? If so you'd be better off with a box
for the room to begin with. If you need thickness to the window opening
you will need two, one smaller and differenced from inside the other
slightly larger one. Then a window 'box' differenced from that.
To get openings into planes you have to use 'clipped_by' instead of
difference since the plane is considered infinitely deep and no box
could ever difference all the way through.
That lens flare would need translating much further away and
proportionately increased in size I think would be one way to do that,
another would be to 'difference' the room box from it, though I think
you'd still need to do the first thing too.
Try a 'reflection <0.1,0.075,0.025>' and 'ambient <0.2,0.15,0.1>' in the
'finish' maybe for the computer. Adjust from there, I'm just guessing.
Hope I've helped a little anyhow. I don't use Moray, just know of it
some so I'm not much help there.
mdm### [at] postoffice2bellatlanticnet wrote:
>
> I'm having problems recreating the off-white/beige for the computer
> itself.
> Also, I can't figure out how to subtract a box from a plane (if that can
> be done?) because I'd like the window to be a Window(tm) with bushes
> outside, and other cool stuff, like a sun.
> (I tried Nathan Kopp's lensflare plugin to make a sunset sun, but the
> thing projects right through the walls.)
> I've been playing with this half-heartedly for over 2 weeks... had a bit
> of a modeler's block ;) but I'd like to get it closed to finished.
>
> Mike
>
> Files: desk.GIF (the picture)
> desk1.zip(the mdl, the inc, the pov, and the ini.[i wasn't
> sure what to
> (#)include<bad joke>])
>
> ------------------------------------------------------------------------
> Name: desk1.zip
> desk1.zip Type: ZIP (application/x-zip-compressed)
> Encoding: base64
>
> [Image]
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aolcom?Subject=PoV-News
Post a reply to this message
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Bob Hughes wrote:
> To get openings into planes you have to use 'clipped_by' instead of
> difference since the plane is considered infinitely deep and no box
> could ever difference all the way through.
Historical Point of Order:
A minor correction to your staement concerning planes being treated as
infinetly deep. If you construct a box using a csg of 6 planes and have
their normals correctly oriented then there is no issue of infinite
depth. The interior of the csg construct will become the bounding limits
of the plane objects. This is evidenced by the way a clipped by shows
only a shell of the clipped object when so treated rather than a true
solid object as you would expect.
Something that many users are not aware too is that the box object
is really nothing more than an internaly constructed object using
a cgs of 6 plane objects. Originaly when Pov grew from DKBTrace the
box object was used by way of the original shapes.inc file. They
thought is wise in later versions to instead make these declared
objects primitaves internal to the program rather than through the
repeated use of predeclared declared shapes accessed through the use
of include files. The memory hit was substantualy less and this was
a major issue as most users had at most 1 - 4 megs of memory on their
systems at that time. A 386 with 8 megs of ram was considered
a very well equipped system and those who owned systems with 16 megs
were gods amoung the rest.
Take a look a the file shapes.old for methods of creating most of
the common predefined primitaves using spheres, planes, quartics,
and quadrics. Things have been simplified since the early days but
you can still find evidence of these older times if you look hard
enough.
--
Ken Tyler
mailto://tylereng@pacbell.net
Post a reply to this message
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From: Bob Hughes
Subject: Re: Furniture problems...(gif ~25k, mdl/inc zip ~74k)
Date: 19 Apr 1999 02:33:44
Message: <371AC015.72E1A2C6@aol.com>
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Yep, nice history lesson Ken. I know all about that stuff. I've used POV
1.0 and basically started with POV 2.0. Had a 486 33SX w. 8 megs ram.
High speed rendering, watching pixels draw across the screen.
I just used the words "half infinite" to describe a plane earlier this
weekend too. Not exactly the best terminology. They are probably best
thought of as enormous boxes which can reach to the edges of a pov scene
in 5 directions, although they can still be stood upon on the 6th
surface if you are a pov object. How's that?
The all time best explanation of such things to me has always been
seeing those kinds of things like that 6 plane box primitive.
Ken wrote:
>
> Bob Hughes wrote:
>
> > To get openings into planes you have to use 'clipped_by' instead of
> > difference since the plane is considered infinitely deep and no box
> > could ever difference all the way through.
>
> Historical Point of Order:
>
> A minor correction to your staement concerning planes being treated as
> infinetly deep. If you construct a box using a csg of 6 planes and have
> their normals correctly oriented then there is no issue of infinite
> depth. The interior of the csg construct will become the bounding limits
> of the plane objects. This is evidenced by the way a clipped by shows
> only a shell of the clipped object when so treated rather than a true
> solid object as you would expect.
> Something that many users are not aware too is that the box object
> is really nothing more than an internaly constructed object using
> a cgs of 6 plane objects. Originaly when Pov grew from DKBTrace the
> box object was used by way of the original shapes.inc file. They
> thought is wise in later versions to instead make these declared
> objects primitaves internal to the program rather than through the
> repeated use of predeclared declared shapes accessed through the use
> of include files. The memory hit was substantualy less and this was
> a major issue as most users had at most 1 - 4 megs of memory on their
> systems at that time. A 386 with 8 megs of ram was considered
> a very well equipped system and those who owned systems with 16 megs
> were gods amoung the rest.
> Take a look a the file shapes.old for methods of creating most of
> the common predefined primitaves using spheres, planes, quartics,
> and quadrics. Things have been simplified since the early days but
> you can still find evidence of these older times if you look hard
> enough.
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aolcom?Subject=PoV-News
Post a reply to this message
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