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From: Dave Dunn
Subject: Re: POVGUI
Date: 7 Aug 2001 12:49:01
Message: <3B701C31.AB988DAD@aol.com>
Nekar Xenos wrote:

> >Seeing that it uses MegaPov, how about having it render non-wire-frame objects
> '>cartoon-style'. I think that would speed up rendering a lot. I don't know what
> >the feature is called but I know it's there  :)
>

Hmm, interesting idea. I guess you are talking about using the quality settings
using the MegaPOV ini_option feature for the "wireframe" views only. In other
words, when the View is set to "1" (Front), there would be a line in the
corresponding section of "views.inc" that would read "ini_option =  "+q4"" or
something. I am not on a machine that will let me try this out, but it may indeed
work, since shadows, reflections etc. are not needed in the wireframe view. Thanks
for the input.


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From: Bob H 
Subject: Re: POVGUI
Date: 7 Aug 2001 21:30:00
Message: <3b709618@news.povray.org>
"Dave Dunn" <poi### [at] aolcom> wrote in message
news:3B701C31.AB988DAD@aol.com...
> Nekar Xenos wrote:
>
> > >Seeing that it uses MegaPov, how about having it render non-wire-frame
objects
> > '>cartoon-style'. I think that would speed up rendering a lot. I don't
know what
> > >the feature is called but I know it's there  :)
> >
>
> Hmm, interesting idea. I guess you are talking about using the quality
settings
> using the MegaPOV ini_option feature for the "wireframe" views only. In
other
> words, when the View is set to "1" (Front), there would be a line in the
> corresponding section of "views.inc" that would read "ini_option =  "+q4""
or
> something. I am not on a machine that will let me try this out, but it may
indeed
> work, since shadows, reflections etc. are not needed in the wireframe
view. Thanks
> for the input.

Hi Dave!
No, I think he meant the  global_settings {post_process { find_edges {
Depth, Normal, Color, Line, Sharp, Pigment } } }  which changes things to a
cartoon-like appearance.
Section 12.6 of the doc, where I paraphrased that from.

Bob H.


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From: Dave Dunn
Subject: Re: POVGUI
Date: 7 Aug 2001 23:48:04
Message: <3B70B6A8.FC0D9D73@aol.com>
"Bob H." wrote:

> >No, I think he meant the  global_settings {post_process { find_edges {
> >Depth, Normal, Color, Line, Sharp, Pigment } } }  which changes things to a
> >cartoon-like appearance.
> >Section 12.6 of the doc, where I paraphrased that from.

I admit that hadn't even occurred to me. I am wondering if a post effect might
not even take longer to render. I have tried the +q1 switch in views.inc and it
works like a charm, stripping off the shadows, reflections, and highlights,
leaving only the object and its pigment pattern. Renders way fast too, so it
wasn't a wasted effort.

>
>


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From: Nekar Xenos
Subject: Re: POVGUI
Date: 8 Aug 2001 08:43:17
Message: <3b7133e5@news.povray.org>
"Dave Dunn" <poi### [at] aolcom> wrote in message
news:3B70B6A8.FC0D9D73@aol.com...
>
>
> "Bob H." wrote:
>
> > >No, I think he meant the  global_settings {post_process { find_edges {
> > >Depth, Normal, Color, Line, Sharp, Pigment } } }  which changes things to a
> > >cartoon-like appearance.
> > >Section 12.6 of the doc, where I paraphrased that from.
>
> I admit that hadn't even occurred to me. I am wondering if a post effect might
> not even take longer to render. I have tried the +q1 switch in views.inc and
it
> works like a charm, stripping off the shadows, reflections, and highlights,
> leaving only the object and its pigment pattern. Renders way fast too, so it
> wasn't a wasted effort.
>

Bob was right about what I meant, but I'm glad you found a better way as I
didn't think it was a post-process effect, which is the reason why I couldn't
find it in the docs.

Another idea:
Wouldn't it be possible to take a scene as an object and duplicate it on 4
sections of the render scene, each time rotating it for a different view and
then clipping it to give a front/top/side/isometric view result on one screen?
Front/top/side/perspective would be even nicer, but I don't know if that's
possible.

- Nekar


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From: Dave Dunn
Subject: Re: POVGUI
Date: 8 Aug 2001 09:15:18
Message: <3B713B99.3D5E972A@aol.com>
Nekar Xenos wrote:

> >Wouldn't it be possible to take a scene as an object and duplicate it on 4
> >sections of the render scene, each time rotating it for a different view and
> >then clipping it to give a front/top/side/isometric view result on one screen?
> >Front/top/side/perspective would be even nicer, but I don't know if that's
> >possible.

I had originally wondered if putting all four views on the screen would be possible,
but had been thinking in terms of multiple simultaneous camera views, which, of
course, is not possible. I hadn't thought of unioning the whole scene multiple times
and translating/rotating it to give all views at once by construction. It is an
interesting logistics problem, and, as you indicated, the real challenge would be
incorporating a faithful version of the perspective view. Thank you for what I am
sure will be a long night of tinkering <g>.


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From: Wlodzimierz ABX Skiba
Subject: Re: POVGUI
Date: 17 Aug 2001 02:32:44
Message: <3b7cba8c@news.povray.org>
Dave Dunn wrote in message <3B685B0F.2BC3BC55@aol.com>...
> Here is a set of include files that will emulate a wireframe modeler
> inside of MegaPOV. It features switchable views: Top, Side, Front,
> Perspective, and Render. Wireframe objects can be created for most POV
> primitives, and there is a grid for accurate object placement. This is
> really a toy at this point, but some folks might find it amusing.


have you seen my solution ?

http://news.povray.org/povray.binaries.utilities/15804/

--
#macro Sig(A,B,X)_(A,B)_(B,X)_(X,A)#end#macro _(A,B)cylinder{<A.x,A.y,3>,<B.u,
B.v,3>.1,9}#end global_settings{max_trace_level 9}light_source{0 1}camera{up y
*4right-3*x}blob{_(<3,1>,<1,-5>)_(<2,-2>,<4,-2>)Sig(x,<-1,1.5>,<1,3>)_(z-1,z-4
)pigment{rgb 1}}box{-3 3pigment{rgb 0}finish{reflection 1}hollow} // POV-Ray31


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From: Nekar Xenos
Subject: Re: POVGUI
Date: 17 Aug 2001 11:12:59
Message: <3b7d347b@news.povray.org>
"Wlodzimierz ABX Skiba" <abx### [at] abxartpl> wrote in message
news:3b7cba8c@news.povray.org...
> Dave Dunn wrote in message <3B685B0F.2BC3BC55@aol.com>...
> > Here is a set of include files that will emulate a wireframe modeler
> > inside of MegaPOV. It features switchable views: Top, Side, Front,
> > Perspective, and Render. Wireframe objects can be created for most POV
> > primitives, and there is a grid for accurate object placement. This is
> > really a toy at this point, but some folks might find it amusing.
>
>
> have you seen my solution ?
>
> http://news.povray.org/povray.binaries.utilities/15804/
>

read the rest of the posts and you'll be pleasantly surprised...  ;)

- Nekar


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From: Dave Dunn
Subject: Re: POVGUI
Date: 17 Aug 2001 11:43:32
Message: <3B7D3BD6.7E731606@aol.com>
Nekar Xenos wrote:

> >read the rest of the posts and you'll be pleasantly surprised...  ;)

Thanks, Nekar. I was just going to post something to that effect, to make it
clear that I had indeed acknowledged that modeling.inc was the inspiration for
POVGUI. I haven't been able to dig deeply enough into modeling.inc to know if
a hybrid is possible (or even disirable by ABX), but I do believe that a
comprehensive GUI emulator for POV-Ray would be an interesting project,
especially if it were able to find its way into a patched version. BTW, if you
haven't already, check out the new version, POVGUI 1.1, which uses macros for
the lights and wireframe objects..


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From: Nekar Xenos
Subject: Re: POVGUI
Date: 20 Aug 2001 11:19:48
Message: <3b812a94@news.povray.org>
"Dave Dunn" <poi### [at] aolcom> wrote in message
news:3B7D3BD6.7E731606@aol.com...
> Nekar Xenos wrote:
>
> > >read the rest of the posts and you'll be pleasantly surprised...  ;)
>
> Thanks, Nekar. I was just going to post something to that effect, to make it
> clear that I had indeed acknowledged that modeling.inc was the inspiration for
> POVGUI. I haven't been able to dig deeply enough into modeling.inc to know if
> a hybrid is possible (or even disirable by ABX), but I do believe that a
> comprehensive GUI emulator for POV-Ray would be an interesting project,
> especially if it were able to find its way into a patched version. BTW, if you
> haven't already, check out the new version, POVGUI 1.1, which uses macros for
> the lights and wireframe objects..
>

I've downloaded it already and done the default render but i haven't had a
chance to play with it yet. C++ course, overtime at work...wish I had more
time...

- Nekar


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From: Dave Dunn
Subject: Re: POVGUI
Date: 20 Aug 2001 11:32:12
Message: <3B812DAE.B1A3A2@aol.com>
Nekar Xenos wrote:

> I've downloaded it already and done the default render but i haven't had a
> chance to play with it yet. C++ course, overtime at work...wish I had more
> time...

I took some time over the weekend to rewrite the lathe and prism macros. They now
look more like the wireframes in "real" modelers, with horizontal hoops on the
lathes and vertical bars on the prisms. Both also now support cubic splines, because
I discovered that the catmull rom sphere sweep type is almost indistinguishable. I
also wrote a group of Insert Menu text files that let you call the various objects
(as well as a blank scene file). Still no luck on wireframe isosurfaces <g>. There
should be a 1.2 version out very soon.


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