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From: Noah A
Subject: hollow my arse
Date: 5 Jul 1999 06:23:38
Message: <37808739.12706E14@powersurfr.com>
i've tried everything buy i can't get the camera out of the non hollow
object damn plane hase to be removed to makethe fog work :( stupid
infinit box things! caqn some one help? i know there is a good answer

---------------------------------------

#include "all.inc" // an inc will all the standard inc files in it that
i use color and texture ect.
camera {
location <0,15,-25>
look_at <0,15,0>
}

light_source{<0,20,-5> color rgb <1,1,1> shadowless}



height_field{
png "hftest.png"

pigment {
gradient y
color_map {
[0 color rgb <0.701,0.449,0.37>]
[1/16 color rgb <0.772,0.331,0.37>]
[2/16 color rgb <0.772,0.63,0.512>]
[3/16 color rgb <0.622,0.661,0.425>]
[4/16 color rgb <0.622,0.559,0.591>]
[5/16 color rgb <0.811,0.559,0.591>]
[6/16 color rgb <0.693,0.543,0.394>]
[7/16 color rgb <0.764,0.386,0.488>]
[8/16 color rgb <0.654,0.433,0.252>]
[9/16 color rgb <0.654,0.433,0.417>]
[10/16 color rgb <0.654,0.551,0.417>]
[11/16 color rgb <0.717,0.591,0.417>]
[12/16 color rgb <0.425,0.299,0.173>]
[13/16 color rgb <0.638,0.638,0.583>]
[14/16 color rgb <0.748,0.638,0.583>]
[15/16 color rgb <0.835,0.677,0.583>]
[16/16 color rgb <0.638,0.638,0.583>]
}
scale 0.065
}
scale <530,170,320>
translate <-265,-3,-2>
}


plane { y, 0.25
pigment { color rgb <0.5,0.5,0.5> }
finish {reflection 0.999 specular 0.6 phong 0.6 }
normal {waves 0.5 frequency 4.0 scale 35.omega 2}
}

plane { z, 50000
pigment {
gradient y
color_map {
[0 White]
[0.1 color rgb <1,0.78,0.15>]
[0.2 color rgb <1,0.496,0.15>]
[0.3 color rgb <1,0.417,0.315>]
[0.4 color rgb <0.827,0.417,0.52>]
[0.5 color rgb <0.827,0.417,0.52>]
[0.55 color rgb <0.598,0.417,0.701>]
[0.7 color rgb <0,0,0.52>]
[1 Black]
}
scale y*-50000
}
finish {ambient 0.75}
}


fog {
    distance 375
    color White
    fog_type 2
    fog_offset 40
    fog_alt 15
    turbulence 0.7 scale 1000
    turb_depth 1.3
    }


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From: Nieminen Mika
Subject: Re: hollow my arse
Date: 5 Jul 1999 06:31:01
Message: <37808965@news.povray.org>
Noah A <vip### [at] powersurfrcom> wrote:
: i've tried everything buy i can't get the camera out of the non hollow
: object damn plane hase to be removed to makethe fog work :( stupid
: infinit box things! caqn some one help? i know there is a good answer

: camera {
: location <0,15,-25>

: plane { z, 50000

  Of course your camera is inside the plane.
  The normal of the plane points in the z-direction, ie. away from the camera.
The normal points outside the plane. This means that your camera is inside
the plane.
  Flip the plane:

plane { -z, -50000

  Now the normal points at the camera, ie. the camera is outside the plane.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Alex Vandiver
Subject: Re: hollow my arse
Date: 5 Jul 1999 06:34:50
Message: <37808A30.AFF76431@tiac.net>
Noah A wrote: (spelling edited)

> I've tried everything but I can't get the camera out of the non hollow
> object. The damn plane has to be removed to make the fog work :( Stupid
> infinite box things! Can someone help? I know there is a good answer.

There is, and a relatively simple one; add one word to the last plane.

> plane { z, 50000
> pigment {
> gradient y
> color_map {
> [0 White]
> [0.1 color rgb <1,0.78,0.15>]
> [0.2 color rgb <1,0.496,0.15>]
> [0.3 color rgb <1,0.417,0.315>]
> [0.4 color rgb <0.827,0.417,0.52>]
> [0.5 color rgb <0.827,0.417,0.52>]
> [0.55 color rgb <0.598,0.417,0.701>]
> [0.7 color rgb <0,0,0.52>]
> [1 Black]
> }
> scale y*-50000
> }
> finish {ambient 0.75}

hollow

> }


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From: Ken
Subject: Re: hollow my arse
Date: 5 Jul 1999 06:39:17
Message: <37808AF5.50B267B2@pacbell.net>
Nieminen Mika wrote:
> 
> Noah A <vip### [at] powersurfrcom> wrote:
> : i've tried everything buy i can't get the camera out of the non hollow
> : object damn plane hase to be removed to makethe fog work :( stupid
> : infinit box things! caqn some one help? i know there is a good answer
> 
> : camera {
> : location <0,15,-25>
> 
> : plane { z, 50000
> 
>   Of course your camera is inside the plane.
>   The normal of the plane points in the z-direction, ie. away from the camera.
> The normal points outside the plane. This means that your camera is inside
> the plane.
>   Flip the plane:
> 
> plane { -z, -50000
> 
>   Now the normal points at the camera, ie. the camera is outside the plane.

Or to accomplish the same thing with an extra word:

plane { z, 50000 inverse 



-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Nieminen Mika
Subject: Re: hollow my arse
Date: 5 Jul 1999 08:25:40
Message: <3780a444@news.povray.org>
Alex Vandiver <van### [at] tiacnet> wrote:
: There is, and a relatively simple one; add one word to the last plane.

: hollow

  No, no, no! Don't teach people to bad habits.
  It's a good thing to understand the difference between inside and outside
and what's the inside and outside of a plane.
  IMHO the 'hollow' keyword should NOT be used to this kind of things.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Alex Vandiver
Subject: Re: hollow my arse
Date: 5 Jul 1999 08:32:33
Message: <3780A5C6.114D750A@tiac.net>
>   It's a good thing to understand the difference between inside and outside
> and what's the inside and outside of a plane.

difference {
  inside
  outside
}
error: No matching }in difference, undeclared identifier 'inside' found
instead.


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From: Nieminen Mika
Subject: Re: hollow my arse
Date: 5 Jul 1999 10:45:14
Message: <3780c4fa@news.povray.org>
Alex Vandiver <van### [at] tiacnet> wrote:
: difference {
:   inside
:   outside
: }
: error: No matching }in difference, undeclared identifier 'inside' found
: instead.

  You have to understand what inside and outside are before you can make
their difference:

#declare inside = plane { y,0 }
#declare outside = plane { y,0 inverse }

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Alex Vandiver
Subject: Re: hollow my arse
Date: 5 Jul 1999 11:05:35
Message: <3780C9A6.29063152@tiac.net>
>   You have to understand what inside and outside are before you can make
> their difference:

Yes, I know.  T'was meant to be a joke; a literal interpretation of your
sentence.
Slightly more on topic, why does POV consider a light_source to be a 'patch
object' in the following code, when it complains about 'cannot invert a patch
object'?  Because it just happens to be lumped with the list of things that
don't have inverses, which happen to mostly be patches?
// POV warns about 'cannot invert a patch object' on the second line.
#declare ls = light_source {<2,3,4>,rgb 1}
object {ls inverse}
-Alex V.


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From: Noah A
Subject: Re: hollow my arse
Date: 5 Jul 1999 19:28:31
Message: <37813F40.5E7041DD@powersurfr.com>
thanks for all the replies i tried it but why don't you just program pov so
planes are 0 units thick....

Noah A wrote:

> i've tried everything buy i can't get the camera out of the non hollow
> object damn plane hase to be removed to makethe fog work :( stupid
> infinit box things! caqn some one help? i know there is a good answer
>
> ---------------------------------------
>
> #include "all.inc" // an inc will all the standard inc files in it that
> i use color and texture ect.
> camera {
> location <0,15,-25>
> look_at <0,15,0>
> }
>
> light_source{<0,20,-5> color rgb <1,1,1> shadowless}
>
> height_field{
> png "hftest.png"
>
> pigment {
> gradient y
> color_map {
> [0 color rgb <0.701,0.449,0.37>]
> [1/16 color rgb <0.772,0.331,0.37>]
> [2/16 color rgb <0.772,0.63,0.512>]
> [3/16 color rgb <0.622,0.661,0.425>]
> [4/16 color rgb <0.622,0.559,0.591>]
> [5/16 color rgb <0.811,0.559,0.591>]
> [6/16 color rgb <0.693,0.543,0.394>]
> [7/16 color rgb <0.764,0.386,0.488>]
> [8/16 color rgb <0.654,0.433,0.252>]
> [9/16 color rgb <0.654,0.433,0.417>]
> [10/16 color rgb <0.654,0.551,0.417>]
> [11/16 color rgb <0.717,0.591,0.417>]
> [12/16 color rgb <0.425,0.299,0.173>]
> [13/16 color rgb <0.638,0.638,0.583>]
> [14/16 color rgb <0.748,0.638,0.583>]
> [15/16 color rgb <0.835,0.677,0.583>]
> [16/16 color rgb <0.638,0.638,0.583>]
> }
> scale 0.065
> }
> scale <530,170,320>
> translate <-265,-3,-2>
> }
>
> plane { y, 0.25
> pigment { color rgb <0.5,0.5,0.5> }
> finish {reflection 0.999 specular 0.6 phong 0.6 }
> normal {waves 0.5 frequency 4.0 scale 35.omega 2}
> }
>
> plane { z, 50000
> pigment {
> gradient y
> color_map {
> [0 White]
> [0.1 color rgb <1,0.78,0.15>]
> [0.2 color rgb <1,0.496,0.15>]
> [0.3 color rgb <1,0.417,0.315>]
> [0.4 color rgb <0.827,0.417,0.52>]
> [0.5 color rgb <0.827,0.417,0.52>]
> [0.55 color rgb <0.598,0.417,0.701>]
> [0.7 color rgb <0,0,0.52>]
> [1 Black]
> }
> scale y*-50000
> }
> finish {ambient 0.75}
> }
>
> fog {
>     distance 375
>     color White
>     fog_type 2
>     fog_offset 40
>     fog_alt 15
>     turbulence 0.7 scale 1000
>     turb_depth 1.3
>     }


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From: Ken
Subject: Re: hollow my arse
Date: 5 Jul 1999 19:35:42
Message: <378140C9.894B981F@pacbell.net>
Noah A wrote:
> 
> thanks for all the replies i tried it but why don't you just program pov so
> planes are 0 units thick....
> 
> Noah A wrote:

 There are very valid reasons for treating plane as they do most of which
have to do with the way they may be used in CSG operations to create solid
objects from. If you need a very large plane object you can instead use
a 2D box using the following syntax:

//This would be for plane {y, 0 }

box { <-1,0,-1>,<1,0,1> scale < 50000, 1, 50000> }

  For all intensive purposes the above will replace a plane object and you
will not have to worry about inside vs. outside.

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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