POV-Ray : Newsgroups : povray.binaries.images : Releasing kobldes v0.59-2a Server Time
13 Nov 2024 17:35:32 EST (-0500)
  Releasing kobldes v0.59-2a (Message 1 to 4 of 4)  
From: Kene
Subject: Releasing kobldes v0.59-2a
Date: 10 Oct 2010 12:55:01
Message: <web.4cb1ee9c9df9a2fa531cc5f00@news.povray.org>
This is Kobldes (Konceptual Building Design), a set of POV-Ray system of macros
for modeling building information. Download at
http://sourceforge.net/projects/kobldes/. Discuss at http://www.illom.org.

Latest features include

    * Creation of vertical Forms (2D Shapes for use in CSG operations)
    * Creation of vertical Holes in the walls. With the use of Forms, any shape
of hole is possible. See attached images for example.

Prior features list include

    * Modeling of building levels
    * Modeling of building spaces
    * Configuration of sides (walls) for spaces
    * Designation of share-relationship between sides of spaces
    * Use of snap points to support the modeling process
    * Export scene description to POV-Ray SDL

Any feedback is welcome. Documentation is provided in the release but be warned
as it lags behind the implementation by at least one release. A sample project
is provided in the release which gives examples of what the system can do.

Cheers!


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Attachments:
Download 'kobldes036.png' (191 KB)

Preview of image 'kobldes036.png'
kobldes036.png


 

From: Darren New
Subject: Re: Releasing kobldes v0.59-2a
Date: 10 Oct 2010 13:10:09
Message: <4cb1f371@news.povray.org>
Kene wrote:
> Any feedback is welcome. 

It certainly looks cool.  How do the bounding boxes work out? When I did a 
similar project, I found that having a bunch of walls with windows and doors 
punched in them led to everything being in one huge bounding box, making 
shadows abysmally slow. I had to break up my description into individual 
rooms even when (for example) the outside walls were the same shape on every 
story.

-- 
Darren New, San Diego CA, USA (PST)
   Serving Suggestion:
     "Don't serve this any more. It's awful."


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From: Kene
Subject: Re: Releasing kobldes v0.59-2a
Date: 10 Oct 2010 13:45:00
Message: <web.4cb1fb5029088147531cc5f00@news.povray.org>
Darren New <dne### [at] sanrrcom> wrote:
> Kene wrote:

> It certainly looks cool.  How do the bounding boxes work out? When I did a
> similar project, I found that having a bunch of walls with windows and doors
> punched in them led to everything being in one huge bounding box, making
> shadows abysmally slow. I had to break up my description into individual
> rooms even when (for example) the outside walls were the same shape on every
> story.


I have not worked with or manipulated bounding boxes. Working with kobldes is
like creating each individual wall as a prism, then constructing the holes using
cylinders and boxes which are then differenced from each prism that has a hole.
The only difference with working manually is that you type much less directives
and kobldes calculates and makes available all critical points (intersections,
midpoints, bases, etc.) in an effort to assist the design of building spaces.

There is very limited CSG going on except the holes and later on things like
windows and doors. Everything is calculated and put in place using primarily
prisms. I also do not calculate with most of the tools that come with POV-Ray
such as trace. I use simple math such as Pythagorean theorem, etc. Don't know if
this has any advantages or disadvantages though. Time will tell.


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From: Darren New
Subject: Re: Releasing kobldes v0.59-2a
Date: 10 Oct 2010 13:51:10
Message: <4cb1fd0e$1@news.povray.org>
Kene wrote:
> Working with kobldes is like creating each individual wall as a prism, 

OK, that clarifies. Thanks!

-- 
Darren New, San Diego CA, USA (PST)
   Serving Suggestion:
     "Don't serve this any more. It's awful."


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