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21 Apr 2026 00:05:00 EDT (-0400)
  Blender to Povray: unofficial version: screenshots (Message 51 to 60 of 144)  
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From: clipka
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 1 May 2015 05:18:24
Message: <554344e0$1@news.povray.org>
Am 01.05.2015 um 08:06 schrieb LanuHum:
> clipka <ano### [at] anonymousorg> wrote:
>> Am 30.04.2015 um 23:38 schrieb Stephen:
>>> On 30/04/2015 21:26, LanuHum wrote:
>>>> Oops!
>>>> The Blender has a limit on the color_ramp elements ( 32!)
>>>> I didn't think that can be necessary more.
>>>
>>> 255 maximum in PovRay.
>>
>> Not in the newest versions :P
>
> How many in the newest versions?
> It is necessary to write the external editor of gradients. :)

Sky's the limit now. Whatever fits into your computer's memory.


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From: LanuHum
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 1 May 2015 09:50:03
Message: <web.554383928d10ac1c7a3e03fe0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
>
> Sky's the limit now. Whatever fits into your computer's memory.


It is possible to realize such scheme:
The user enters limit number of lines, and, on the basis of it the group of
nodes is created.
By means of this group it is possible to create necessary color_map
Allocated nodes it is duplicated on tool panel which can be stretched on a half
of a window for convenience of editing

The scheme on a screenshot will allow to create more than 2000 lines color_map

_______________________________________________
https://github.com/Lanuhum/BlendPov-alternative


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From: LanuHum
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 1 May 2015 16:15:01
Message: <web.5543ddbb8d10ac1c7a3e03fe0@news.povray.org>
There is a limit for such scheme - 4000 lines!
On a screenshot: automatically created maximum scheme.
I don't represent who such will do?
But, main thing, possibilities of the Blender.
If more than 4000, the exit Blender though it doesn't take memory.
Now I work on reading the scheme and loading in it of data from the file more
than 32 lines

_______________________________________________
https://github.com/Lanuhum/BlendPov-alternative


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From: LanuHum
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 3 May 2015 14:05:01
Message: <web.554662f98d10ac1c7a3e03fe0@news.povray.org>
Now, if the object creates at once both fire and a smoke, it is possible to
adjust it two textures of density. The exporter will create two df3 files

_______________________________________________
https://github.com/Lanuhum/BlendPov-alternative


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From: LanuHum
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 6 May 2015 16:35:01
Message: <web.554a7a0e8d10ac1c7a3e03fe0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 30/04/2015 20:28, LanuHum wrote:
> > I added opportunity to load color_map from the text file.
>
>
> LOL
>
> If you want a large Colour_Map. Here is one I created for Saturn's Rings.
>
> Keep up the good work. :-)
>
> color_map {
>    [0.004 rgbft <1.000,1.000,1.000,0.000,0.974>]
>    ...
>    ...
>    [0.992 rgbft <0.889,0.889,1.000,0.000,1.000>]
> }
>
>
> --
>
> Regards
>      Stephen

:)
For creation of such maps the exporter will include the utility of "Rainbow"
It can use, having established PySide or PyQt4.
It will be available soon.
Here so rings of Saturn from your lines look.
:)


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From: And
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 7 May 2015 11:30:03
Message: <web.554b844c8d10ac1c5fff675a0@news.povray.org>
Looks a great project.


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From: Stephen
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 7 May 2015 12:35:31
Message: <554b9453$1@news.povray.org>
On 06/05/2015 21:32, LanuHum wrote:
> For creation of such maps the exporter will include the utility of "Rainbow"
> It can use, having established PySide or PyQt4.
> It will be available soon.
> Here so rings of Saturn from your lines look.
> :)


Well done!
If you really want to test your system to extremes you could use the 
information on the page below to get 13177 entries. :-P

http://www.mmedia.is/~bjj/data/s_rings/index.html

-- 

Regards
     Stephen


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From: LanuHum
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 7 May 2015 16:35:00
Message: <web.554bcbe38d10ac1c7a3e03fe0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

>
> Well done!
> If you really want to test your system to extremes you could use the
> information on the page below to get 13177 entries. :-P
>
> http://www.mmedia.is/~bjj/data/s_rings/index.html
>
> --
>
> Regards
>      Stephen

Width of 4000 pixels - isn't present problems
It is more - more difficultly, perhaps, it is necessary to reduce height.
But, there is no need to keep record on pixels. Information it is possible to
process and receive much less lines of a gradient.
Perhaps, tomorrow I will show result.
:)


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From: Stephen
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 7 May 2015 17:09:23
Message: <554bd483$1@news.povray.org>
On 07/05/2015 21:32, LanuHum wrote:
> Perhaps, tomorrow I will show result.
> :)

I was joking :-D

And just posting the site.

-- 

Regards
     Stephen


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From: LanuHum
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 8 May 2015 08:25:00
Message: <web.554caa638d10ac1c7a3e03fe0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 07/05/2015 21:32, LanuHum wrote:
> > Perhaps, tomorrow I will show result.
> > :)
>
> I was joking :-D
>
> And just posting the site.
>
> --
>
> Regards
>      Stephen

I understand it and I am not going to compete with NASA computers
:)


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