POV-Ray : Newsgroups : povray.binaries.images : INVITATION: Join the Mississippi Paddle-Wheel Steamer! Server Time
18 May 2024 15:24:16 EDT (-0400)
  INVITATION: Join the Mississippi Paddle-Wheel Steamer! (Message 44 to 53 of 73)  
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From: Thomas de Groot
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 5 Apr 2018 07:21:14
Message: <5ac606aa$1@news.povray.org>
On 5-4-2018 9:30, Stephen wrote:
> On 05/04/2018 07:44, Thomas de Groot wrote:
>> On 4-4-2018 13:44, Sven Littkowski wrote:
>>> I know. I don't mind to create these humans by myself, but it is almost
>>> impossible to find the 1850s props (cloth, hairstyles) for them online.
>>
>> That is why I say, a hell of a job.
>>
> 
> It might be easier to use billboards.
> They have gone out of fashion.
> 
> 

I have thought about that but you still need originals to make 
billboards of. In the end it would be much more efficient memory-wise of 
course when a large number of figures are needed.

-- 
Thomas


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From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 6 Apr 2018 09:15:07
Message: <5ac772db@news.povray.org>
UPDATE

I enabled textures, and get this result. Have to make some changes to
the textures, but otherwise feel good with them.


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From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 7 Apr 2018 01:26:48
Message: <5ac85698$1@news.povray.org>
I went to DAZ 3D, and also to MakeHuman, and also to Poser 3D, as well
as even to SketchUp. Nothing that can be used. I am condemned by the gods.

UPDATE
I have contracted now a 3D artist in Algeria where I get good prices,
and he will have now the headache to create those things for me (I gave
him contemporary photos and illustrations). The price is okay, and I
will get a sample before. I will be able to purchase these 3D people of
the 1850s in small batches.

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From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 7 Apr 2018 19:50:01
Message: <5ac95929$1@news.povray.org>
Around 100.

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From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 7 Apr 2018 19:55:33
Message: <5ac95a75$1@news.povray.org>
If you really like that idea, I as a Third-World guy could actually send
you First-World guy a First Aid Kit, ensuring your survival in a harsh,
bitter, bun-and-cheese-less world.   ;-)

In this case, Paypal. But I would have to declare it on the outside.

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From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 7 Apr 2018 19:58:27
Message: <5ac95b23$1@news.povray.org>
Wooowwww!!! That youn still remember that underwater base...

Yes, it was modular, I could re-use the modules over and over. The deep
ocean floor was also featuring some light posts to border the area,
illuminating the green water.

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From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 7 Apr 2018 20:00:05
Message: <5ac95b85$1@news.povray.org>
How can I find out the angle of the surface on that location where TRACE
hits?

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From: Bald Eagle
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 7 Apr 2018 20:35:01
Message: <web.5ac962e92c27e3405cafe28e0@news.povray.org>
trace(OBJECT_IDENTIFIER, A, B, [VECTOR_IDENTIFIER]). trace helps you finding the
exact location of a ray intersecting with an object's surface. It traces a ray
beginning at the point A in the direction specified by the vector B. If the ray
hits the specified object, this function returns the coordinate where the ray
intersected the object. If not, it returns <0,0,0>. If a fourth parameter in the
form of a vector identifier is provided, the normal of the object at the
intersection point (not including any normal perturbations due to textures) is
stored into that vector. If no intersection was found, the normal vector is
reset to <0,0,0>.

Add vector identifier to your trace () and you'll get the normal vector back.
Then you can calculate the angle between that and any axis, or the point that
you're tracing from.


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From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 7 Apr 2018 21:26:54
Message: <5ac96fde@news.povray.org>
Thanks a lot! I copied all information about TRACE for my reference.
Great spirit here in this group!




On 07.04.2018 19:31, Bald Eagle wrote:
> trace(OBJECT_IDENTIFIER, A, B, [VECTOR_IDENTIFIER]). trace helps you find
ing the
> exact location of a ray intersecting with an object's surface. It traces 
a ray
> beginning at the point A in the direction specified by the vector B. If t
he ray
> hits the specified object, this function returns the coordinate where the
 ray
> intersected the object. If not, it returns <0,0,0>. If a fourth parameter
 in the
> form of a vector identifier is provided, the normal of the object at the
> intersection point (not including any normal perturbations due to texture
s) is
> stored into that vector. If no intersection was found, the normal vector 
is
> reset to <0,0,0>.
> 
> Add vector identifier to your trace () and you'll get the normal vector b
ack.
> Then you can calculate the angle between that and any axis, or the point 
that
> you're tracing from.

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From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 11 Apr 2018 11:47:48
Message: <5ace2e24@news.povray.org>
UPDATE

- Continuing to work on the textures or correcting them
- Hunting down mercilessly placement errors I become aware of

This image: the perch that was used for horses or cattle. Still missing:
the food and water troughs, animals, details.


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