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On 5/2/2017 8:48 AM, Thomas de Groot wrote:
> On 2-5-2017 9:25, Stephen wrote:
>> On 5/2/2017 7:48 AM, Thomas de Groot wrote:
>>>
>>> This all makes a lot of sense indeed.
>>
>> Gosh! a first. :-)
>
> Really?
>
I meant a first for today.
>>
>>> Generally, I do not build a scene
>>> with a particular scale in mind so I just assemble the elements and let
>>> the observer do the rest.
>>
>> I'm the same. I tend to build my scenes small. For some reason I don't
>> like wasting Pov space. Which means I use a lot of decimals but decimals
>> are cheap.
>
> They are indeed. However, I try to avoid too small ones. They are more
> difficult to find when they drop to the floor. :-)
>
Alt+ LMB + drag scoops them up. :-)
(Bishop3D setting)
>>
>>
>>> Thus, a landscape can very well be built by
>>> either relatively small elements or by big ones, I do not care as I am
>>> only interested in the final effect.
>>
>> I tend to use Poser figures as a reference. Michael is about six feet,
>> in my mind.
>
> Typically, I scale the figures to the environment they are to live in. :-)
>
I was talking my dreams. In truth I scale my scenes by the first object
I create.
>>
>>>
>>> With SSLT it seems I have to be much more careful.... ;-)
>>>
>>
>> I am sure if Clikpa were about. He would agree. ;-)
>>
>>
>
> Ah! The Clipka! He seems to have gone on holiday? Shame. He /knows/ he
> cannot go without our permission. ;-)
>
As long as he hasn't taken a marching band with him. It is okay. ;-)
--
Regards
Stephen
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On 1-5-2017 14:06, Stephen wrote:
> On 5/1/2017 12:11 PM, Thomas de Groot wrote:
>> On 1-5-2017 12:08, Stephen wrote:
>>> On 5/1/2017 7:50 AM, Thomas de Groot wrote:
>>>>
>>>> I am a bit wary about the mm_per_unit and prefer not to touch it too
>>>> much, especially if different objects have different scales.
>>>
>>> Yes Clipka has put the fear of god into us. :-)
>>> I suppose it depends what you intend by scaling the models.
>>>
>>
>> Indeed, yes. Take my image as example, the dragon is scaled 0.01, the
>> egg 0.25, the cube is not scaled, and the floor 0.50. It seems best to
>> use a standard mm_per_unit and change translucency as needed.
>>
>
> My understanding is that the mm_per_unit is the world/scene scale
>
> And to add to the confusion (on my part at least) meshes can have an
> internal scale and an external one. By internal scale I mean the scaling
> you can change in PoseRay before exporting and external is how you
> change it in PovRay.
> In Blender when using the physics engine the scale should be 1.0. So to
> scale a mesh. You need to edit it and scale it there. Otherwise you get
> unexpected results.
> So if the dragon is an ornament. I would scale it down in PoseRay. If it
> is a statue scale it up in PoseRay. Keep the mm_per_unit as the default.
> Having said that. I have not used SSLT since its RC3. :-(
> So what do I know?
>
>
I have been pondering this a bit. I think that you do achieve the same
(using meshes of course) if you first do basic transforms (in POV-Ray)
and /then/ use that copy of the original object with SSLT. In fact, I do
that exercise quite often:
#declare MyObject =
object {MyMesh_POV_
transform {MyTransforms}
}
object {MyObject
material {MyMaterial}
rotate {MyRotate}
translate {MyTranslate}
}
--
Thomas
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Am 30.04.2017 um 13:05 schrieb Thomas de Groot:
> Question: In the wiki about SSLT it is said: "The effect doesn't scale
> with the object". Does this mean that SSLT works in the same way as a
> scattering media where the amount of scattering has to be compensated
> for the amount of media object's scale? It appears so to me at least
> although this is not mentioned in the wiki.
That depends on what you want to achieve.
If you want the object to look like a larger item made of the same
material, scale the object and use the same SSLT parameters.
If you want the object to look exactly the same, but take up a larger
portion on the screen, scale the object and adjust the SSLT parameters.
(Or zoom in on the object ;))
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Am 01.05.2017 um 14:06 schrieb Stephen:
> On 5/1/2017 12:11 PM, Thomas de Groot wrote:
>> On 1-5-2017 12:08, Stephen wrote:
>>> On 5/1/2017 7:50 AM, Thomas de Groot wrote:
>>>>
>>>> I am a bit wary about the mm_per_unit and prefer not to touch it too
>>>> much, especially if different objects have different scales.
>>>
>>> Yes Clipka has put the fear of god into us. :-)
>>> I suppose it depends what you intend by scaling the models.
>>>
>>
>> Indeed, yes. Take my image as example, the dragon is scaled 0.01, the
>> egg 0.25, the cube is not scaled, and the floor 0.50. It seems best to
>> use a standard mm_per_unit and change translucency as needed.
>>
>
> My understanding is that the mm_per_unit is the world/scene scale
Indeed.
Also, I might take the opportunity to re-iterate that it is not an SSLT
setting /per se/. It only just so happens that SSLT is currently the
only feature that makes use of it.
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Am 02.05.2017 um 08:51 schrieb Thomas de Groot:
> On 2-5-2017 5:57, Alain wrote:
> [snip]
>>
>> You should set it according to the overall scale of your scene.
>> The default of 10 mean 1 POV unit = 1 cm. Set it to 1000 if your scale
>> is 1 POV unit = 1 m, and 25.4 for 1 inch = 1 POV unit.
>>
>> In my suggestion, it would make a scene scalled in cm work in mm. So,
>> you can change mm_per_unit from it's default of 10 to 1 to reflect the
>> change in overall scale.
>>
>>
>
> As I wrote in my answer to Stephen, I am shamefully negligent about
> overall scales and just throw together elements to be brewed in the same
> pot. I need to be a bit more careful if I want to include SSLT. :-)
Technically, you only need to be careful if you intend to re-use (or
have others re-use) your SSLT stuff in any other scene.
For instance, if you've concocted a convincing ivory material, that
ivory material will only look convincing in other scenes if both your
original scene and the new scene have proper mm_per_unit settings (or if
both have the mm_per_unit setting screwed up by the same factor).
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On 5/2/2017 7:52 PM, clipka wrote:
> Am 01.05.2017 um 14:06 schrieb Stephen:
>>>
>>
>> My understanding is that the mm_per_unit is the world/scene scale
>
> Indeed.
>
> Also, I might take the opportunity to re-iterate that it is not an SSLT
> setting /per se/. It only just so happens that SSLT is currently the
> only feature that makes use of it.
>
Yet? :-)
--
Regards
Stephen
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Am 02.05.2017 um 10:03 schrieb Stephen:
>> Ah! The Clipka! He seems to have gone on holiday? Shame. He /knows/ he
>> cannot go without our permission. ;-)
>>
>
> As long as he hasn't taken a marching band with him. It is okay. ;-)
Nah, no marching band for me yet.
But eight bells for someone dear.
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On 5/2/2017 8:44 PM, clipka wrote:
> Am 02.05.2017 um 10:03 schrieb Stephen:
>
>>> Ah! The Clipka! He seems to have gone on holiday? Shame. He /knows/ he
>>> cannot go without our permission. ;-)
>>>
>>
>> As long as he hasn't taken a marching band with him. It is okay. ;-)
>
> Nah, no marching band for me yet.
>
> But eight bells for someone dear.
>
Sorry to hear that. :-(
--
Regards
Stephen
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On 2-5-2017 21:44, clipka wrote:
> Am 02.05.2017 um 10:03 schrieb Stephen:
>
>>> Ah! The Clipka! He seems to have gone on holiday? Shame. He /knows/ he
>>> cannot go without our permission. ;-)
>>>
>>
>> As long as he hasn't taken a marching band with him. It is okay. ;-)
>
> Nah, no marching band for me yet.
>
> But eight bells for someone dear.
>
Well, I am very sorry to hear that, Christoph. You have my sincere support.
--
Thomas
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On 2-5-2017 20:47, clipka wrote:
> Am 30.04.2017 um 13:05 schrieb Thomas de Groot:
>
>> Question: In the wiki about SSLT it is said: "The effect doesn't scale
>> with the object". Does this mean that SSLT works in the same way as a
>> scattering media where the amount of scattering has to be compensated
>> for the amount of media object's scale? It appears so to me at least
>> although this is not mentioned in the wiki.
>
> That depends on what you want to achieve.
>
> If you want the object to look like a larger item made of the same
> material, scale the object and use the same SSLT parameters.
>
> If you want the object to look exactly the same, but take up a larger
> portion on the screen, scale the object and adjust the SSLT parameters.
> (Or zoom in on the object ;))
>
Hmmm... yes, that is well put. I guess I have to ponder this a bit and
add it to my own little reminders.
Thanks a lot!
--
Thomas
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