POV-Ray : Newsgroups : povray.binaries.utilities : POVGUI Server Time
18 May 2024 21:17:40 EDT (-0400)
  POVGUI (Message 1 to 10 of 14)  
Goto Latest 10 Messages Next 4 Messages >>>
From: Dave Dunn
Subject: POVGUI
Date: 1 Aug 2001 15:42:25
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.


Post a reply to this message


Attachments:
Download 'povgui1.zip' (342 KB)

From: Dennis Milller
Subject: Re: POVGUI
Date: 1 Aug 2001 21:10:18
Message: <3b68a87a$1@news.povray.org>
Sounds interesting; I'll check it out.
Any chance it will work with isosurfaces?
d.

"Dave Dunn" <poi### [at] aolcom> wrote in message
news: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.
>


Post a reply to this message

From: Dave Dunn
Subject: Re: POVGUI
Date: 1 Aug 2001 22:04:33
Message: <3B68B566.88C13665@aol.com>
Dennis Milller wrote:

> >Sounds interesting; I'll check it out.
> >Any chance it will work with isosurfaces?

Yeah, the views are the result of a glorified camera switch. Solid objects
show up just fine. The wireframes only exist for sphere, cone, cylinder, box
and torus, but you don't have to use them. The whole idea came out of a
conversation on the AOL forum where we were saying wouldn't it be cool if
you had a Moray emulator inside POV 3.1, and this wacky idea was born. If
anyone knows how to rotate the camera proxy object to face the look at, it
would be much appreciated.


Post a reply to this message

From: Nekar Xenos
Subject: Re: POVGUI
Date: 7 Aug 2001 11:35:51
Message: <3b700ad7@news.povray.org>
"Dave Dunn" <poi### [at] aolcom> wrote in message
news:3B68B566.88C13665@aol.com...
>
>
> Dennis Milller wrote:
>
> > >Sounds interesting; I'll check it out.
> > >Any chance it will work with isosurfaces?
>
> Yeah, the views are the result of a glorified camera switch. Solid objects
> show up just fine. The wireframes only exist for sphere, cone, cylinder, box
> and torus, but you don't have to use them. The whole idea came out of a
> conversation on the AOL forum where we were saying wouldn't it be cool if
> you had a Moray emulator inside POV 3.1, and this wacky idea was born. If
> anyone knows how to rotate the camera proxy object to face the look at, it
> would be much appreciated.
>

Good stuff.

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  :)

- Nekar


Post a reply to this message

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.


Post a reply to this message

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.


Post a reply to this message

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.

>
>


Post a reply to this message

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


Post a reply to this message

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>.


Post a reply to this message

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


Post a reply to this message

Goto Latest 10 Messages Next 4 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.