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"Robert McGregor" <rob### [at] mcgregorfineart com> wrote:
...
>
> Wow, what version of POV-Ray is this from? Or is this a preview from Rhino or
> Max? It looks like a Monte Carlo ambient occlusion pass of some sort...
When using occlusion, its megapov 1.21 It has the "projection" pattern.
Just define all objects to one name, then use the name as object and project it
to it self, using "normal on" and "blur 1,samples" on it.
Should looking like this:
#declare All=object{
#while (looking for all your objects)
#include them
#end
}
(ok, that's a little symbolic)
then
Object {
All
pigment{projection{object{All} normal on blur 1,64}}
finish{ambient 1}
or
finish{reflection 0.5 ambient 0.5}
}
The 64 are the samples use about 5 for testing and 32-64 for the final one.
When using blurry reflection, I'm using megapov 0.6! *Not* the new one. Instead
of the projection pattern, I use the "proximity" pattern.
When nothings work, use mc-pov!
Holger
Post a reply to this message
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Hi Robert,
Here the texture for this picture:
// Background:
sphere {
0,1
pigment {
image_map {
tga "ldr/base2.tga" interpolate 2 map_type 7
}
}
finish { ambient 5 diffuse 0}
scale 10000
hollow
}
// Texture:
texture{
pigment{
projection{object{All}normal on blur 2, Rsamples}
color_map{[0 color rgb 1][.5 color rgb 0][1 color rgb 0]}}
finish{reflection .25 diffuse 0 ambient .75}
}
Thats it :)
Holger
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Attachments:
Download 'hand10.jpg' (75 KB)
Preview of image 'hand10.jpg'

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Stephen <mca### [at] aolDOT com> wrote:
> Charles C wrote:
> > Stephen <mca### [at] aolDOT com> wrote:
> >
> >> Yes there are but you would only use them for straight runs or ones with
> >> you would use a compression fitting.
> >
> > I've seen it where pipe thread was used -and- the rotation/orientation mattered.
> > Charles
> >
>
> I bet who ever did it had no intention of doing maintenance on it.
> Cheapskate! ;)
>
> --
>
> Best Regards,
> Stephen
No comment. I think that any major engineered object which will need any kind
of regular maintenance should have some kind of serviceability engineer - an
engineer dedicated to keeping the other engineers mindful of serviceability.
Charles
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"H. Karsten" <h-karsten()web.de> wrote:
> I'm using Rhino, export this as pov-code in ten different levels, converting the
> lowest detail one in to Raw (using basic) and than to obj, using Deep
> Exploration. Than import this into 3DS-Max. Animating the part there and render
> a (so called) "vue-file". It contains matrix-transform-data. My Pov-script take
> now higher level geometry, using the matrix from MAX and do the rendering.
> The matrix-vue-file from MAX is converted, using Basic.
Intereting process. Are the other 8 levels used for test renders? Also, if
POV-Ray could modify arbitrary text files (not just CSV's) so you could use SDL
rather than Basic, would you do this?
Ok, maybe I've got an ulterior motive in asking that last question ;) I wish for
this feature and hope more people do too.
When are we going to see two arms connected? :)
Charles
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Charles C wrote:
> No comment. I think that any major engineered object which will need any kind
> of regular maintenance should have some kind of serviceability engineer - an
> engineer dedicated to keeping the other engineers mindful of serviceability.
>
--
Best Regards,
Stephen
Post a reply to this message
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"Charles C" <nomail@nomail> wrote:
...
> Intereting process. Are the other 8 levels used for test renders? Also, if
> POV-Ray could modify arbitrary text files (not just CSV's) so you could use SDL
> rather than Basic, would you do this?
>
> Ok, maybe I've got an ulterior motive in asking that last question ;) I wish for
> this feature and hope more people do too.
>
> When are we going to see two arms connected? :)
>
> Charles
I use all these levels to chose the quality of the geometry based on:
- the distance between the camera and the object
- the resolution of the rendered image
- a wide range between fast parsing and an ugly picture on the one side and a
slow one and a good result on the other.
- how good to animate all object in my 3D-application, (low-res as possible)
while there give a good similarity to its high-res pendant in povray (high-res
as possible).
PovRay is good to make textiles (also binaries, if needed) but I had lots of
trouble with parsing textiles. I'm not sure, if I remember right but I thing,
that Information in textiles need to be separated with a comma, when its being
parsed in PovRay.
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"H. Karsten" <h-karsten()web.de> schreef in bericht
news:web.4afa1b82234deab629dd4f5a0@news.povray.org...
> "Robert McGregor" <rob### [at] mcgregorfineart com> wrote:
> ...
>>
>> Wow, what version of POV-Ray is this from? Or is this a preview from
>> Rhino or
>> Max? It looks like a Monte Carlo ambient occlusion pass of some sort...
>
> When using occlusion, its megapov 1.21 It has the "projection" pattern.
>
>[.....]
>
> When using blurry reflection, I'm using megapov 0.6! *Not* the new one.
> Instead
> of the projection pattern, I use the "proximity" pattern.
>
> When nothings work, use mc-pov!
I am certainly talking nonsense now, but there are still interesting goodies
in megapov waiting to be included in 3.7.... :-)
Thomas
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Thomas de Groot schrieb:
> I am certainly talking nonsense now, but there are still interesting goodies
> in megapov waiting to be included in 3.7.... :-)
Don't expect too much of 3.7; current main focus is getting the thing on
the road at last.
But there'll certainly be a version after 3.7...
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"H. Karsten" <h-karsten()web.de> wrote:
> "Charles C" <nomail@nomail> wrote:
> > Also, if
> > POV-Ray could modify arbitrary text files (not just CSV's) so you could use SDL
> > rather than Basic, would you do this?
>
> PovRay is good to make textiles (also binaries, if needed) but I had lots of
> trouble with parsing textiles. I'm not sure, if I remember right but I thing,
> that Information in textiles need to be separated with a comma, when its being
> parsed in PovRay.
Yes, you're remembering correctly. CSV = "comma separated value."
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"Charles C" <nomail@nomail> wrote:
...
>
> Yes, you're remembering correctly. CSV = "comma separated value."
I would definitely use SDL, when it would be available in PovRay. I also would
like to have a programmable shader language like in PovMan.
Holger
Post a reply to this message
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