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19 May 2024 11:18:20 EDT (-0400)
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From: Thomas de Groot
Subject: Re: Pending Storm
Date: 4 Oct 2020 02:43:43
Message: <5f796f1f$1@news.povray.org>
Op 02/10/2020 om 12:36 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> I have been playing for a long time with the idea
>> of "publishing" all that stuff some way or another. I am aware that when
>> I shall come to disappear, all that stuff will be "lost". I need to do
>> something about it, if only because I feel an obligation to the
>> community who provided me with it. Additionally, I may discover use for
>> the many items I never included in my scenes. A majority most probably.
>>
>> You have got my attention gentlemen.
> 
> I'd say that a good step 1 would be to get everything into one folder and make
> an index file with all of the filenames (with an eye toward making it HTML).
> 
> Then you can start with the minimum needed to make it "useable" - under each
> filename, you can put author, date/version, link to original post if you know
> it, and any notes or comments that you might have.   Mention scenes that you've
> used it in.  Perhaps while you're doing this, think of a grouping scheme or tags
> for the files: plants, buildings, people, clouds, water....
> 
> That way you can sort of skim through it and hit the highlights, which are
> likely the most interesting/useful items in the collection.
> 
> That sets it up for posting to a file hosting site, and folks can download it,
> look it over, and discuss some of the files - then it kinda takes on a life of
> its own and people can find missing information, divine the purpose of code that
> you're not sure of, catch bugs, make edits for clarity and efficiency, etc.
> Many hands make light work.
> 
> Many things might be a wonderful addition to the Insert Menu.
> 

In fact, I have something like this already. Everything is inside one 
single folder, subdivided into sub-folders (authors), and 
sub-sub-folders (include/macro groups). I have an index in the form of a 
spreadsheet. Unfortunately, I have not updated it since 2012, but the 
bulk is there already probably. I urgently need to check the whole thing 
out.

I was thinking also of an eventual HTML version. I have a little 
experience with building HTML pages through the work for the TC-RTC, but 
this would be a major project indeed.

-- 
Thomas


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From: Bald Eagle
Subject: Re: Pending Storm
Date: 4 Oct 2020 10:25:00
Message: <web.5f79da5f9bb6a6571f9dae300@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> I was thinking also of an eventual HTML version. I have a little
> experience with building HTML pages through the work for the TC-RTC, but
> this would be a major project indeed.

Not at all.
Sounds to me like you have virtually everything you need already.
In the same way that you might #write a concat () command to a file with
POV-Ray, you can construct/format a line of HTML in your spreadsheet.

Then you just copy/paste into a .htm file and you're pretty much done.

I did this with converting .stl to mesh and .svg to bezier splines.  (My
understanding is that that's how Cousin Ricky converts his svg as well.)


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From: Thomas de Groot
Subject: Re: Pending Storm
Date: 5 Oct 2020 02:24:46
Message: <5f7abc2e$1@news.povray.org>
Op 04/10/2020 om 16:21 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> 
>> I was thinking also of an eventual HTML version. I have a little
>> experience with building HTML pages through the work for the TC-RTC, but
>> this would be a major project indeed.
> 
> Not at all.
> Sounds to me like you have virtually everything you need already.
> In the same way that you might #write a concat () command to a file with
> POV-Ray, you can construct/format a line of HTML in your spreadsheet.
> 

Right. I was indeed aware of that.

> Then you just copy/paste into a .htm file and you're pretty much done.
> 
> I did this with converting .stl to mesh and .svg to bezier splines.  (My
> understanding is that that's how Cousin Ricky converts his svg as well.)
> 

Ok. Good to know. Thanks a lot for this info. I shall have to explore 
this obviously. Don't hold your breath though: much to do besides and 
before, but I shall get there.

-- 
Thomas


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From: Bald Eagle
Subject: Re: Pending Storm
Date: 5 Oct 2020 13:55:00
Message: <web.5f7b5dd69bb6a6571f9dae300@news.povray.org>
I found the perfect bird for your scene.


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From: Jim Henderson
Subject: Re: Pending Storm
Date: 5 Oct 2020 21:00:50
Message: <5f7bc1c2$1@news.povray.org>
On Sat, 03 Oct 2020 08:58:30 +0200, Thomas de Groot wrote:

> Op 02/10/2020 om 01:57 schreef Jim Henderson:
>> On Wed, 30 Sep 2020 08:46:20 +0200, Thomas de Groot wrote:
>> 
>>> Op 29/09/2020 om 17:56 schreef Jim Henderson:
>>>> Really nice - I love the clouds in particular. :)
>>>>
>>>>
>>> Thanks Jim. Those clouds seem to appeal to a majority it seems ;-) I
>>> guess this is partly because they are almost at eye level which makes
>>> them more dramatic.
>> 
>> Possibly - for me, it's also the texture itself, it just feels like a
>> cloud.  :)
> 
> All praise should go to Mick who put them together in the first place
> (in 2004).

:)

I would say that the tool is worthy, but good tools can be used poorly, 
and you've definitely NOT done that. :D

>>> I failed to mention earlier that the high, thin, clouds in the sky
>>> were produced by Zeger Knaepen's FastClouds macro. Some dramatic
>>> lighting effect /under/ the clouds is the result of just two properly
>>> adjusted fog codes...
>> 
>> Very nice.
>> 
>> 
> There is a further trick concerning media clouds that I am willing to
> share ;-)
> 
> I (almost) always use CIE.inc, part of the Lightsys IV family of macros
> provided by Jaime Vives Piqueres. I almost always increase the intensity
> of the Sunlight by a couple of factors. A consequence of this is that
> media clouds may come out too overexposed as it were. A ready solution
> to this problem is to put a copy of the Sun, with lower intensity,
> together with the clouds media, in a separate light_group{}. See:
> http://wiki.povray.org/content/Reference:Light_Group

Very useful, thanks for sharing that :)



-- 
"I learned long ago, never to wrestle with a pig. You get dirty, and 
besides, the pig likes it." - George Bernard Shaw


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From: Thomas de Groot
Subject: Re: Pending Storm
Date: 6 Oct 2020 02:28:45
Message: <5f7c0e9d$1@news.povray.org>
Op 05/10/2020 om 19:54 schreef Bald Eagle:
> I found the perfect bird for your scene.
> 

LOL! Absolutely! Thanks for the reminder: birds will be one of the last 
decisions when all else will be done on this scene.

-- 
Thomas


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From: ingo
Subject: Re: Pending Storm
Date: 13 Oct 2020 06:04:52
Message: <XnsAC557AE58B085seed7@news.povray.org>
in news:5f72f3d2$1@news.povray.org Thomas de Groot wrote:

> Living 
> in a country that is a bit too crowded for my taste

Hier in't Oosten is't ook wel rustiger,

Ingo


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From: Thomas de Groot
Subject: Re: Pending Storm
Date: 14 Oct 2020 02:23:14
Message: <5f869952$1@news.povray.org>
Op 13/10/2020 om 12:04 schreef ingo:
> in news:5f72f3d2$1@news.povray.org Thomas de Groot wrote:
> 
>> Living
>> in a country that is a bit too crowded for my taste
> 
> Hier in't Oosten is't ook wel rustiger,
> 
> Ingo
> 

[switch En/Nl...klang!]

Inderdaad. Dat was ook een van mijn kandidaten na een Randstad leven...

Tussen haakjes: bedankt voor Meshmaker! Ik kom daar zo dadelijk op terug 
hieronder.

[switch Nl/En...klang!]

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Pending Storm - final
Date: 14 Oct 2020 03:03:03
Message: <5f86a2a7@news.povray.org>
Please find here the (last) version of the scene. Search for the 
differences ;-)

One notable change I want to elaborate on a bit. I dumped Gilles Tran's 
MakeGrass and replaced it by Lawnmaker from Uwe Gleiss (2004). 
Unfortunately, his website from where it was downloaded does not exist 
anymore. Interestingly, the grass blades were made of parametric objects 
and I remembered the infinite time it took to render a proper scene, so 
I never used it. William Pokorny's discovery about the optimal settings 
for parametric objects, made me curious of course and, Lo! Lawnmaker 
suddenly became a serious candidate. Not stopping there, and interested 
as I am in using mesh2{} files, I decided to experiment with Meshmaker 
(thanks Ingo!). With the help of an example file by Friedrich 
Lohmueller, I made the conversion within a couple of minutes. Taking 
into account the size of the grasspatches and their grass blade density 
(which can increase parsing time quite rapidly) a typical lawn renders 
very fast, hardly slower than the rest of the scene.

-- 
Thomas


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From: Alain Martel
Subject: Re: Pending Storm - final
Date: 14 Oct 2020 14:46:52
Message: <5f87479c$1@news.povray.org>
Le 2020-10-14 à 03:02, Thomas de Groot a écrit :
> Please find here the (last) version of the scene. Search for the 
> differences ;-)
> 
> One notable change I want to elaborate on a bit. I dumped Gilles Tran's 
> MakeGrass and replaced it by Lawnmaker from Uwe Gleiss (2004). 
> Unfortunately, his website from where it was downloaded does not exist 
> anymore. Interestingly, the grass blades were made of parametric objects 
> and I remembered the infinite time it took to render a proper scene, so 
> I never used it. William Pokorny's discovery about the optimal settings 
> for parametric objects, made me curious of course and, Lo! Lawnmaker 
> suddenly became a serious candidate. Not stopping there, and interested 
> as I am in using mesh2{} files, I decided to experiment with Meshmaker 
> (thanks Ingo!). With the help of an example file by Friedrich 
> Lohmueller, I made the conversion within a couple of minutes. Taking 
> into account the size of the grasspatches and their grass blade density 
> (which can increase parsing time quite rapidly) a typical lawn renders 
> very fast, hardly slower than the rest of the scene.
> 

That grass is MUCH better than the original.


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