POV-Ray : Newsgroups : moray.win : SeaShell V1.0 Server Time
1 Jun 2024 14:25:39 EDT (-0400)
  SeaShell V1.0 (Message 1 to 4 of 4)  
From: Philippe Gibone
Subject: SeaShell V1.0
Date: 28 Jun 2003 07:16:14
Message: <3efd78fe$1@news.povray.org>
Hi There,

Version 1 of the SeaShell plugin is available in moray.binaries.
For an explanation of the parameters see :
http://www.math.arizona.edu/~lega/195/Fall99/lectnotes/lect8/sld002.htm

You will notice that I'm using TextEdit instead of EditBox to display/input
the parameters, this is due to a limitation of FullMoon, and to the needed
huge range of values (100 to 9e-017).
Avoid using Copy/Paste, it hangs Moray, this is due to a limitation of
FullMoon, you can use duplicate.

If you use the interior texture, the standard texture MUST be a genuine
texture, not a material (just check the "mesh2 texture..." in the properties
dialog of the texture)

The Rim is always the same texture as the interior (may change in future
releases)

The Nodule Step Divider is not used so far.

The Ellipse and Spiral Step Multiplier  are just a way to have a speedier
wire frame, you can set it to 5 (the default) to create the global shape
(without nodules, ripples or waves) of the shell, then to 1 for the details,
and finally to 10 when you are done with the shell and you want to work on
some other part of the scene. it doesn't affect the rendering.

The future :
A Nodule Step Divider (to have a smaller step around the nodules)
uv-mapping, mesh-texturing
new function for Spiral, Ellipse and Waves
several nodules instead of one
adding some noise
adding a thickness

I'm waiting for your comments.

pgb


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From: Thomas de Groot
Subject: Re: SeaShell V1.0
Date: 4 Jul 2003 08:34:30
Message: <3f057456@news.povray.org>
Philippe,
Just used this last version of the plugin for the first time (and in Moray
RC2): One way or another, 'texture' and 'interior_texture' have been
switched, on the tool bar first of all, and then also when rendering (if you
follow what I mean...), the 'interior_texture' being displayed outside and
the 'texture' on the inside of the shell.

Thomas


"Philippe_Gibone" <Ph.### [at] wanadoofr> schreef in bericht
news:3efd78fe$1@news.povray.org...
> Hi There,
>
> Version 1 of the SeaShell plugin is available in moray.binaries.
> For an explanation of the parameters see :
> http://www.math.arizona.edu/~lega/195/Fall99/lectnotes/lect8/sld002.htm
>
> You will notice that I'm using TextEdit instead of EditBox to
display/input
> the parameters, this is due to a limitation of FullMoon, and to the needed
> huge range of values (100 to 9e-017).
> Avoid using Copy/Paste, it hangs Moray, this is due to a limitation of
> FullMoon, you can use duplicate.
>
> If you use the interior texture, the standard texture MUST be a genuine
> texture, not a material (just check the "mesh2 texture..." in the
properties
> dialog of the texture)
>
> The Rim is always the same texture as the interior (may change in future
> releases)
>
> The Nodule Step Divider is not used so far.
>
> The Ellipse and Spiral Step Multiplier  are just a way to have a speedier
> wire frame, you can set it to 5 (the default) to create the global shape
> (without nodules, ripples or waves) of the shell, then to 1 for the
details,
> and finally to 10 when you are done with the shell and you want to work on
> some other part of the scene. it doesn't affect the rendering.
>
> The future :
> A Nodule Step Divider (to have a smaller step around the nodules)
> uv-mapping, mesh-texturing
> new function for Spiral, Ellipse and Waves
> several nodules instead of one
> adding some noise
> adding a thickness
>
> I'm waiting for your comments.
>
> pgb
>
>


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From: Philippe Gibone
Subject: Re: SeaShell V1.0
Date: 7 Jul 2003 02:26:16
Message: <3f091288$1@news.povray.org>

news:3f057456@news.povray.org...
> Just used this last version of the plugin for the first time (and in Moray
> RC2): One way or another, 'texture' and 'interior_texture' have been
> switched, on the tool bar first of all, and then also when rendering (if
you
> follow what I mean...), the 'interior_texture' being displayed outside and
> the 'texture' on the inside of the shell.

Hello Thomas,

Sorry for being so long, but I was working on my IRTC entry...

I tried SeaShell with Moray RC2 and didn't notice this switch you're talking
about, unless you dropped an eye on the pov code that SeaShell generates,
because in the pov code the interior_texture is what you've input in the
texture, and the texture is what you've input in interior texture (withous
underscore) this is on purpose (little trick to simplify the code, but may
change if this bother too many people).

On the rendering what you have used as interior is inside and the other one
is outside (at least should be ;-)

pgb


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From: Thomas de Groot
Subject: Re: SeaShell V1.0
Date: 7 Jul 2003 03:29:49
Message: <3f09216d@news.povray.org>
Hello Philippe,
Yes, I got confused with that switch in terms in the POV code!! (Why did I
look at them? I wonder...). I don't know why, but I got then persuaded that
they were switched. Anyway, it works indeed as it should. Perfect job!

Thomas

"Philippe_Gibone" <Ph.### [at] wanadoofr> schreef in bericht
news:3f091288$1@news.povray.org...
>

> news:3f057456@news.povray.org...
> > Just used this last version of the plugin for the first time (and in
Moray
> > RC2): One way or another, 'texture' and 'interior_texture' have been
> > switched, on the tool bar first of all, and then also when rendering (if
> you
> > follow what I mean...), the 'interior_texture' being displayed outside
and
> > the 'texture' on the inside of the shell.
>
> Hello Thomas,
>
> Sorry for being so long, but I was working on my IRTC entry...
>
> I tried SeaShell with Moray RC2 and didn't notice this switch you're
talking
> about, unless you dropped an eye on the pov code that SeaShell generates,
> because in the pov code the interior_texture is what you've input in the
> texture, and the texture is what you've input in interior texture (withous
> underscore) this is on purpose (little trick to simplify the code, but may
> change if this bother too many people).
>
> On the rendering what you have used as interior is inside and the other
one
> is outside (at least should be ;-)
>
> pgb
>
>


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