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First, I was fairly sure that *someplace* there was a utility for
creating POVRay textures around, which wasn't a) shareware and b) didn't
rely in POVRay to render the texture. Am I wrong? Its just that having
to render every time to see what the changes you make are going to look
like is a serious pain, especially if you have to use some clunky
interface, like the shareware TXMag to do it. I have something I want to
do and need a simple, clear, and easily tweakable method to match
existing textures, without having to use something that generates a
tillable image, instead of a native texture. Nothing "recent" seems to
do this.
Second, I need to make something that looks a bit like an 8 sided D&D
dice. The plan is to texture it using one of the matched textures, add
some metal bits too it that match others, carve into it some symbols,
some of them also matched to textures from a game, then have the whole
thing floating and slowly rotating on the Guild webpage. I really am not
in the mood to try to code the textures, or the object, manually using a
mess of CSG chopping, but I have only fiddled now and them with the
program, so maybe I need to post on like "intermediate" instead (if we
had such a place). lol
Seriously, this is *one* thing that having the license change will help
with. Right now you can't yank out the code that handles some of this
stuff and really make utilities that *use* that code to produce simple
editors, which also support the full capability of the engine. And some
of those, for textures, or even media, would be very nice to have, so
you can tweak settings and see what will happen *before* having to
render some complex scene to see the result.
Oh, and one thought on someone's mentioning DKBTrace. The only advantage
I could see with it is that it has enough similar syntax that you
*could* maybe run it on low power, low memory, systems, like Palm
Pilots, where I don't imagine managing to get POVRay onto one of them,
or at least have it run at all, even if you could. Its unfortunate that
the same issue exists for its code as did for POVRay. :(
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
3D Content, and 3D Software at DAZ3D!</A>
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Patrick Elliott nous apporta ses lumieres en ce 2008/02/19 22:57:
> First, I was fairly sure that *someplace* there was a utility for
> creating POVRay textures around, which wasn't a) shareware and b) didn't
> rely in POVRay to render the texture. Am I wrong? Its just that having
> to render every time to see what the changes you make are going to look
> like is a serious pain, especially if you have to use some clunky
> interface, like the shareware TXMag to do it. I have something I want to
> do and need a simple, clear, and easily tweakable method to match
> existing textures, without having to use something that generates a
> tillable image, instead of a native texture. Nothing "recent" seems to
> do this.
Whenever you render any texture with any other application, the end result will
be different. Simply put, the other application don't have the same algorythm to
generate it's textures.
>
> Second, I need to make something that looks a bit like an 8 sided D&D
> dice. The plan is to texture it using one of the matched textures, add
> some metal bits too it that match others, carve into it some symbols,
> some of them also matched to textures from a game, then have the whole
> thing floating and slowly rotating on the Guild webpage. I really am not
> in the mood to try to code the textures, or the object, manually using a
> mess of CSG chopping, but I have only fiddled now and them with the
> program, so maybe I need to post on like "intermediate" instead (if we
> had such a place). lol
>
> Seriously, this is *one* thing that having the license change will help
> with. Right now you can't yank out the code that handles some of this
> stuff and really make utilities that *use* that code to produce simple
> editors, which also support the full capability of the engine. And some
> of those, for textures, or even media, would be very nice to have, so
> you can tweak settings and see what will happen *before* having to
> render some complex scene to see the result.
>
> Oh, and one thought on someone's mentioning DKBTrace. The only advantage
> I could see with it is that it has enough similar syntax that you
> *could* maybe run it on low power, low memory, systems, like Palm
> Pilots, where I don't imagine managing to get POVRay onto one of them,
> or at least have it run at all, even if you could. Its unfortunate that
> the same issue exists for its code as did for POVRay. :(
>
You can create a very simple test scene with 2, 3 or 4 box and apply your
textures to those boxes. Such a test scene renders prety quickly and allow you
to compare several textures side by side. That's usualy the technic I use.
There are other applications that enable you to do texture tweaking, but the end
result can't be guaranteed in all cases. You can only be confident about the
result if you use plain pigments. Anytime you have any reflection or
transparency, the end result will depend on the environment.
--
Alain
-------------------------------------------------
You know you've been raytracing too long when you've gained twenty pounds
sitting at the computer, but can't tell because your beard covers your stomach.
Taps a.k.a. Tapio Vocadlo
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Patrick Elliott wrote:
> Oh, and one thought on someone's mentioning DKBTrace. The only advantage
> I could see with it is that it has enough similar syntax that you
> *could* maybe run it on low power, low memory, systems, like Palm
> Pilots, where I don't imagine managing to get POVRay onto one of them,
> or at least have it run at all, even if you could. Its unfortunate that
> the same issue exists for its code as did for POVRay. :(
why would someone in their right mind want to render stuff in
underpowered hardware?! We should all be wanting more, not less!
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Alain wrote:
> Whenever you render any texture with any other application, the end
> result will be different. Simply put, the other application don't have
> the same algorythm to generate it's textures.
It would render the same if it was compiled using POV source. Seems like
a waste of time, though, considering the fact that an orthographic POV
scene works just fine for this kind of thing.
Sam
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In article <47bc9b41@news.povray.org>, stb### [at] hotmailcom says...
> Alain wrote:
> > Whenever you render any texture with any other application, the end
> > result will be different. Simply put, the other application don't have
> > the same algorythm to generate it's textures.
>
> It would render the same if it was compiled using POV source. Seems like
> a waste of time, though, considering the fact that an orthographic POV
> scene works just fine for this kind of thing.
>
> Sam
>
Well, I think you are missing the point. Most programs now have a way to
create textures to be applied to objects, such that the algorithms are
the same and you don't need to render. The purpose being to allow you to
play with them, until you get what you want, not set X, render, set Y,
render, decide X isn't right, change it and add Z, render, etc. You get
to determine the texture in real time. The problem being not just that
other programs don't use the same algorithms, they don't even use the
same methods, and nearly all of them generate an image, not a texture
definition.
Sure, if you are used to doing it the hard way, and you have a clear
idea what effects you will get, it works OK to throw 3-4 things
together, render, then tweak. Its useless if you only have the vaguest
clue what you are trying for, no idea if that *is* what you really want
to do, and you don't want to have to run another program every time to
see what you end up with (especially given how broken that is at the
moment for say the recent versions and Moray).
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
3D Content, and 3D Software at DAZ3D!</A>
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In article <47bc5412@news.povray.org>, nam### [at] nospamgmailcom
says...
> Patrick Elliott wrote:
> > Oh, and one thought on someone's mentioning DKBTrace. The only advantag
e
> > I could see with it is that it has enough similar syntax that you
> > *could* maybe run it on low power, low memory, systems, like Palm
> > Pilots, where I don't imagine managing to get POVRay onto one of them,
> > or at least have it run at all, even if you could. Its unfortunate that
> > the same issue exists for its code as did for POVRay. :(
>
> why would someone in their right mind want to render stuff in
> underpowered hardware?! We should all be wanting more, not less!
>
Well, if that is all you have to work with... I mean, what else am I
supposed to do during my lunch breaks, read? lol
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
3D Content, and 3D Software at DAZ3D!</A>
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In article <47bc4d81$1@news.povray.org>, ele### [at] netscapenet
says...
> > Second, I need to make something that looks a bit like an 8 sided D&D
> > dice. The plan is to texture it using one of the matched textures, add
> > some metal bits too it that match others, carve into it some symbols,
> > some of them also matched to textures from a game, then have the whole
> > thing floating and slowly rotating on the Guild webpage. I really am no
t
> > in the mood to try to code the textures, or the object, manually using
a
> > mess of CSG chopping, but I have only fiddled now and them with the
> > program, so maybe I need to post on like "intermediate" instead (if we
> > had such a place). lol
> >
Oh, and BTW, thanks for the total lack of advice on the one thing that
is *more* critical to what I am attempting than the textures, which I
could tweak from the standard set, if necessary. :p
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
3D Content, and 3D Software at DAZ3D!</A>
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"Patrick Elliott" <sel### [at] rraznet> wrote in message
> Oh, and BTW, thanks for the total lack of advice on the one thing that
> is *more* critical to what I am attempting than the textures, which I
> could tweak from the standard set, if necessary. :p
Have you looked at the Material Editor in Moray which claims that it
"supports (almost) all POV-Ray 3.5 texturing features, even including
advanced features like media, interior, density, warps, slopemaps and
texturemaps. The colormap allows you to build complex colormaps in realtime.
And you can preview your textures (or subtextures) at any time. POV-Ray will
render a thumbnail into the Material Editor. While POV-Ray renders you can
continue editing the material in Moray."
See http://www.stmuc.com/moray/ for a screenshot.
Regards,
Chris B.
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Patrick Elliott nous apporta ses lumieres en ce 2008/02/20 22:19:
> In article <47bc5412@news.povray.org>, nam### [at] nospamgmailcom
> says...
>> Patrick Elliott wrote:
>>> Oh, and one thought on someone's mentioning DKBTrace. The only advantage
>>> I could see with it is that it has enough similar syntax that you
>>> *could* maybe run it on low power, low memory, systems, like Palm
>>> Pilots, where I don't imagine managing to get POVRay onto one of them,
>>> or at least have it run at all, even if you could. Its unfortunate that
>>> the same issue exists for its code as did for POVRay. :(
>> why would someone in their right mind want to render stuff in
>> underpowered hardware?! We should all be wanting more, not less!
>>
> Well, if that is all you have to work with... I mean, what else am I
> supposed to do during my lunch breaks, read? lol
>
On a palm... maybe withess the completion of 1 line... possibly 2 or 3 for a
prety simple scene.
Read? Why not? You could read the POV-Ray's documentations ;-) or this news group.
--
Alain
-------------------------------------------------
You know you've been raytracing too long when you've gained twenty pounds
sitting at the computer, but can't tell because your beard covers your stomach.
Taps a.k.a. Tapio Vocadlo
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> to render every time to see what the changes you make are going to look
> like is a serious pain
> I have something I want to
> do and need a simple, clear, and easily tweakable method to match
> existing textures, without having to use something that generates a
> tillable image, instead of a native texture. Nothing "recent" seems to
> do this.
> you can tweak settings and see what will happen *before* having to
> render some complex scene to see the result.
> Sure, if you are used to doing it the hard way, and you have a clear
> idea what effects you will get, it works OK to throw 3-4 things
> together, render, then tweak. Its useless if you only have the vaguest
> clue what you are trying for
To avoid rendering a complex scene just to test a texture, what about making a
simple texture test scene in POV-Ray SDL? The incdemo files bundled with
POV-Ray illustrates this in a much better way, even with animation.
But perhaps this small example is something you could use? It allows for testing
of to different variables at the same time. Render the scene, pick the values
you like and insert them in the code. Then continue with two other variables.
This should help you to narrow down the effect you like in a rather short time.
As your experience increases you will need fewer and fewer tries to get what you
want ;)
Good luck!
-Peter
// +h1000 +w1000 +a0.3
camera{
orthographic
location z*-10 look_at 0 angle 60
right x up y
}
light_source{<5,5,-20>,1}
#local Space = 0.1;
#local X = 0;
#while (X <= 1)
#local Y = 0;
#while (Y <= 1)
#local Location = <-5+X*10,-5+Y*10,0>;
sphere{0,Space*4
texture{
pigment {rgb 1}
finish {phong X}
normal{granite Y}
}
translate Location
}
text{ttf "arial.ttf"
concat("X: ",str(X,3,1), " Y: ",str(Y,3,1)) 1,0
pigment {rgb y*1}
scale Space translate Location-Space*<3,5,0>
}
#local Y = Y+Space;
#end
#local X = X+Space;
#end
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