POV-Ray : Newsgroups : povray.binaries.programming : Blueprint output Server Time: 16 Dec 2018 02:28:01 GMT
  Blueprint output (Message 1 to 4 of 4)  
From: Steely
Subject: Blueprint output
Date: 12 Apr 2005 11:55:00
Message: <web.425bb62a9e52cc2f420f83140@news.povray.org>
Hi, folks!

I am not a programmer, so I don´t have a clue if this is an easy task or if
you will hang me for the question. The idea is, to have a render output
option for making blueprints of the scene, like the wireframe- or edge-view
option in other programs. Something like the +UD option, but for the shapes
insted of the bounding boxes.

I suppose, it will not be easy, as POVRay doesn´t have polygons, but it
would be a great help when making real huge buildings and such things, to
have a bluprint where you can write down measures and distances and such.

Just thinking .... ;-)

Steely


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From: Mike Williams
Subject: Re: Blueprint output
Date: 12 Apr 2005 14:26:59
Message: <U7F5ADAwo9WCFwTV@econym.demon.co.uk>
Wasn't it Steely who wrote:
>Hi, folks!
>
>I am not a programmer, so I don´t have a clue if this is an easy task or if
>you will hang me for the question. The idea is, to have a render output
>option for making blueprints of the scene, like the wireframe- or edge-view
>option in other programs. Something like the +UD option, but for the shapes
>insted of the bounding boxes.
>
>I suppose, it will not be easy, as POVRay doesn´t have polygons, but it
>would be a great help when making real huge buildings and such things, to
>have a bluprint where you can write down measures and distances and such.
>
>Just thinking .... ;-)
>

For a real blueprint, you probably don't want a wireframe of the whole
house, what you want is a slice through the house, like this:

plane {y,0.1
  pigment {
  object
    { House
      rgb <0,0,1>
      rgb 1
    }
  }
}



-- 
Mike Williams
Gentleman of Leisure


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From: Steely
Subject: Re: Blueprint output
Date: 12 Apr 2005 19:05:01
Message: <web.425c1b467809659376e394630@news.povray.org>
Mike Williams <nos### [at] econymdemoncouk> wrote:

> For a real blueprint, you probably don't want a wireframe of the whole
> house, what you want is a slice through the house, like this:

Don´t know if this would match in all and any cases, but more important: any
workaround to overcome the object pattern limitation of "no texture, no
patches" ?

If I have to construct two buildings, one with, one without textures and
patches, I´ll better go on with my (ugly hand-drawn) sketches ;-)

S.


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From: Mike Williams
Subject: Re: Blueprint output
Date: 13 Apr 2005 04:46:55
Message: <sMPHtBAcQKXCFwvo@econym.demon.co.uk>
Wasn't it Steely who wrote:
>Mike Williams <nos### [at] econymdemoncouk> wrote:
>
>> For a real blueprint, you probably don't want a wireframe of the whole
>> house, what you want is a slice through the house, like this:
>
>Don´t know if this would match in all and any cases, but more important: any
>workaround to overcome the object pattern limitation of "no texture, no
>patches" ?

It would certainly be easier to change the POV program to remove those
limitations than it would be to get it to produce wireframe renderings
of things like isosurfaces and blobs.

>If I have to construct two buildings, one with, one without textures and
>patches, I´ll better go on with my (ugly hand-drawn) sketches ;-)

Instead of the object pattern, you could difference the building with a
thin box. The textures from the original building would only appear on
the faces that are perpendicular to the camera, and therefore invisible.

 
difference {
  box {<-100,0.1,-100><100,0.1001,100>}
  object {House}
  pigment {rgb <0,0,1>}
  finish {ambient 1}
}

// white bits seen through the hole
plane {y,0 pigment {rgb 1} finish {ambient 1}}

-- 
Mike Williams
Gentleman of Leisure


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