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This is a good test for me. One of the few successful ones that I've had
without exporting from a modeller. It's alot of primitives with a
difference {...} for the dome. It's pretty small, quick render, etc....
I've learned alot from it... all procedural textures except the ground.
I hope everyone enjoys it's simplicity- I borrowed the general idea from
the virtualight user's gallery.
By the way: I call it `it' because I cannot find a better word for
discription.....
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Attachments:
Download 'it640.jpg' (177 KB)
Preview of image 'it640.jpg'
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keep modelling without using a modeller, because sooner or later you'll be
creating cool stuff and everyone will feel like "I'm not worthy, how did you
do this without a modeller? You must be a nerd and/or a genius!"
hahahahhaha
(not speaking for myself of course, I'm just a plain nerd who doesn't wear
glasses hahah)
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Nice. Did you use a while loop to make the repeating pillars?
- Slime
[ http://www.slimeland.com/ ]
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> (not speaking for myself of course, I'm just a plain nerd
> who doesn't wear glasses hahah)
A real nerd does not *have* to wear glasses.. For example, I don't.. ;o) As
for the picture, it's nice to see when people try serious scripting, because
it will definitely help them do a lot more things, that used to be out of
reach. This applies to every aspect of using a computer. Of course, this
also works the other way around: Some things are done better with a
graphical interface.
Beware though, that some things in POV can be scripted several ways, but
results in various render speed.. For example, I'm always cautious with
difference{} because sometimes the better alternative is to use 3 or 5
objects without a CSG operation. But in this case, with the dome, a
difference{} seems to be the best way. :o)
Keep POV'ing,
Hugo
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> > (not speaking for myself of course, I'm just a plain nerd
> > who doesn't wear glasses hahah)
>
> A real nerd does not *have* to wear glasses.. For example, I don't.. ;o)
As
> for the picture, it's nice to see when people try serious scripting,
because
> it will definitely help them do a lot more things, that used to be out of
> reach. This applies to every aspect of using a computer. Of course, this
> also works the other way around: Some things are done better with a
> graphical interface.
I wear glasses.. That ought to give me some extra nerd points ain't it?
They're pretty strong too 8-)
I've always preferred to handcode (apart from when I just started with POV,
that was painful ;-), well, anyway.. just started modelling with
Wings3D, I'm trying to do the stuff I've been unable to create in POV-Ray,
(heads, and my logitech cordless mouseman wheel mouse :), pretty funny and a
lot different way to model than I'm used to, at my stage I find it hard
to achive what I want, though ;-)
> Beware though, that some things in POV can be scripted several ways, but
> results in various render speed.. For example, I'm always cautious with
> difference{} because sometimes the better alternative is to use 3 or 5
> objects without a CSG operation. But in this case, with the dome, a
> difference{} seems to be the best way. :o)
An even faster way than difference and intersection is to use clipped_by to
cut an object in half.. like this
sphere {0,1
clipped_by {box {<-1,0,-1>,1}}
pigment {rgb 1}
}
A simple test I did just now showed that this method rendered about 1/3
faster than difference or intersection.
;]
To the artist: Great work with 'it'! And keep up the scripting, in the end
it will pay off, like Apache said!
-Peter
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> An even faster way than difference and intersection is to
> use clipped_by to cut an object in half..
Yes it would render faster, but will make the dome flat underneath. If he
wants a round inside, the best way is probably a difference{}
Alternative ways would be a blob, or a hollow sphere, or two hollow spheres,
but all those approches are probably not the best way.
Regards,
Hugo
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