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LanuHum <Lan### [at] yandex ru> wrote:
> [GDS|Entropy] <gdsHYPHENentropyAThotmaolDOTcom> wrote:
>>
>> My ideal UI would be like TrueSpace 3 + Bryce + Houdini.
>> Hell, Houdini is frankly in my opinion perfect. I just cannot afford it,
>> though there is a free version and a cheap version I like to own full
>> versions, so Lightwave haha!
>>
>> Ian
>
> You can not afford to Houdini?
> I can afford to Houdini.
> I do not like Windows. The interface Windows is much scarier than Blender GUI.
> Some people can not afford the Windows!
> Povray - cross-platform application and Blender - cross-platform application.
> They can use a child from a poor family, if it finds a landfill discarded
> computer. He installs Linux, Blender, Povray and may find its purpose
> Do not forget about it!
> Talented people are not all rich.
>
If you have the 8,000 usd for full Houdini then you are fortunate my
friend! Alas, The Minister of Finance (wife) would have none of that...lol
Ian
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nemesis <nam### [at] gmail com> wrote:
Ah Nemesis! Good to see you still here after all these years. :)
> artists do love to fingerpaint, programmers don't (aside from wildguesses)
>
We might write a program that finger-paints. :p
> that's the main deal about Blender adoption vs povray decline
>
> that said, Blender is scripted in python, it can be as accurate as you want.
> Wanna scale an object to be 2x as width onscreen? Type s2x or s3.14y or
> whatever. There are also metric tools.
Thats what it came down to for me; both LW and Blender use python, both
have deep UIs (though I find LW a bit more comprehensible) and both have a
big community.
So I went LW due to the UI, program and format support, etc..
> like it or not, povray is an ancient codebase geared at tech-heads with some
> artistic urges and little else. As it is, we're lucky that there's an
> integrated povray exporter in Blender. though with cycles now being the default
> renderer and a path-tracing at that, I wonder about its true utility...
Pov can be more though, this is what I want to see. O want it to become
faster, more easily supported by other software, and through this have its
user base grow once more.
> just look how far in the past it became: we are still using usenet to talk
> about it. how about some whatsapp? :p
>
I like this forum because of the people. Many of you have been around for
decades, and it is nice to be able to come around and chat with all of the
folks I knew long ago.
Without the people, their friendliness, and their willingness to assist and
share, Pov would never have become what it is.
Half of what makes Pov great is this community in my opinion.
Cheers!
Ian
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Am 17.11.2016 um 01:03 schrieb [GDS|Entropy]:
> I remember when the movie Interstellar came out...whoever wrote that read
> Baxters Ark (of the Flood/Ark duo). They ripped off SO much from it, it was
> embarrassing. I think they must have been a Baxter fan, because there was a
> LOT from his other books like nods to the Xelee sequence and more.
Ripped off? I doubt it. Nods? Sounds more like it. I don't know Baxters
works, but I do know that the movie was teeming with references to "2001
- A Space Odyssey", and those were quite certainly winks and nods.
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clipka <ano### [at] anonymous org> wrote:
> Am 17.11.2016 um 01:03 schrieb [GDS|Entropy]:
>
>> I remember when the movie Interstellar came out...whoever wrote that read
>> Baxters Ark (of the Flood/Ark duo). They ripped off SO much from it, it was
>> embarrassing. I think they must have been a Baxter fan, because there was a
>> LOT from his other books like nods to the Xelee sequence and more.
>
> Ripped off? I doubt it. Nods? Sounds more like it. I don't know Baxters
> works, but I do know that the movie was teeming with references to "2001
> - A Space Odyssey", and those were quite certainly winks and nods.
>
>
Yup I caught those too. Check out Flood/Ark, you will see what I mean...its
mostly with the technology and some plot points, but there is a clear link
of whatever form it may be. I honestly expected to see Baxter listed in the
credits somewhere. :)
Ian
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Hah! My two kinds of life experience in re computers:
(1) If it's a simple operation, and I'm trying to demonstrate it to a
n00b, It Will Not Under Any Circumstances Work. The internet will go
down. The thingy will overheat. The doodad will explode. The dog will
eat their homework. Something.
(2) If some reasonably intelligent person is trying to explain to me
the silly thing their computer is doing, once I walk into the room, it
will immediately stop doing it. It will be fine. I just tell them that
I have the magical power to heal computers.
--Sherry Shaw
--
#macro T(E,N)sphere{x,.4rotate z*E*60translate y*N pigment{wrinkles scale
.3}finish{ambient 1}}#end#local I=0;#while(I<5)T(I,1)T(1-I,-1)#local I=I+
1;#end camera{location-5*z}plane{z,37 pigment{granite color_map{[.7rgb 0]
[1rgb 1]}}finish{ambient 2}}// TenMoons
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"LanuHum" <Lan### [at] yandex ru> wrote:
> [GDS|Entropy] <gdsHYPHENentropyAThotmaolDOTcom> wrote:
> >
> > My ideal UI would be like TrueSpace 3 + Bryce + Houdini.
> > Hell, Houdini is frankly in my opinion perfect. I just cannot afford it,
> > though there is a free version and a cheap version I like to own full
> > versions, so Lightwave haha!
> >
> > Ian
>
> You can not afford to Houdini?
> I can afford to Houdini.
> I do not like Windows. The interface Windows is much scarier than Blender GUI.
> Some people can not afford the Windows!
> Povray - cross-platform application and Blender - cross-platform application.
> They can use a child from a poor family, if it finds a landfill discarded
> computer. He installs Linux, Blender, Povray and may find its purpose
> Do not forget about it!
> Talented people are not all rich.
Yes, a beautiful idea worth reminding ! thanks
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[GDS|Entropy] <gdsHYPHENentropyAThotmaolDOTcom> wrote:
> LanuHum <Lan### [at] yandex ru> wrote:
> > [GDS|Entropy] <gdsHYPHENentropyAThotmaolDOTcom> wrote:
> >>
> >> My ideal UI would be like TrueSpace 3 + Bryce + Houdini.
> >> Hell, Houdini is frankly in my opinion perfect. I just cannot afford it,
> >> though there is a free version and a cheap version I like to own full
> >> versions, so Lightwave haha!
> >>
> >> Ian
> >
> > You can not afford to Houdini?
> > I can afford to Houdini.
> > I do not like Windows. The interface Windows is much scarier than Blender GUI.
> > Some people can not afford the Windows!
> > Povray - cross-platform application and Blender - cross-platform application.
> > They can use a child from a poor family, if it finds a landfill discarded
> > computer. He installs Linux, Blender, Povray and may find its purpose
> > Do not forget about it!
> > Talented people are not all rich.
> >
>
> If you have the 8,000 usd for full Houdini then you are fortunate my
> friend! Alas, The Minister of Finance (wife) would have none of that...lol
>
> Ian
I do not have a wife. I myself manage their finances. But I know how to write
scripts in Blender using python, so I will not spend money needlessly. :)
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I was thinking about this on my drive into work - and I think that a good way to
make POV-Ray more usable would to compare and contrast the way people use
hand-coding vs graphical modeling and WHY.
With graphical modeling, one can see a place or a thing, and move something to
that place, or move that thing to a new place or orientation.
I understand that there may be issues with "exactness", and there are certainly
ways to bridge the gap. Snap & glue, alignment grids, etc.
from the other side, I think a lot of people have tried to achieve some of the
ease of use of modeling in hand-coding by writing macros that perform certain
tasks that a modeler does - and indeed, it's likely that very similar code
operates in the back end of a modeler.
Tasks such as
"center THIS object at THAT point"
"Align the left side of THIS with the right side of THAT"
"Align the edge of THIS with THAT guideline (axis)"
Although I haven't had the time to pursue the idea - I think that something
along the lines of VISIO's "smart-shapes" would be very useful.
It would be nice to have a pool of object metadata to query and modify that
could be accessible from inside the scene SDL.
This would likely be a list of axes, edges, endpoints, etc that would be
available to the scene writer so that other objects could be aligned with that
object, or the object could be rotated around that point, etc.
Again, there are likely macros and whatnot that already do much of this - but
the idea here is that every object is addressable, and has some basic list of
variables to work with, rather than having to hand code it all, every time.
I'm not sure how to implement this - it seems to me that the way POV SDL works,
the parser would have to scan through the SDL, populate the object attribute
lists, and then parse the scene again, only this time it would recognize and
interpret variable that were undefined during the first parsing.
I guess maybe it would work sort of like the 2-stage radiosity method.
Run a Stage1 scene through the parser and renderer, store the data,
and then use that stored data in a more complex scene.
Still just thinking out loud here, and brainstorming things that might be looked
at as options.
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[GDS|Entropy] <gdsHYPHENentropyAThotmaolDOTcom> wrote:
> nemesis <nam### [at] gmail com> wrote:
>
> Ah Nemesis! Good to see you still here after all these years. :)
Good to see you too, INVALID ADDRESS! o.o
(it's how it's shown in the web interface, I've not used the NNTP software for
years. I can see in the reply GDS/Entropy, which I kind of vaguely remember)
> I like this forum because of the people. Many of you have been around for
> decades, and it is nice to be able to come around and chat with all of the
> folks I knew long ago.
sure bet, sometimes I lurk in just to watch Stephen and Jim amusing interchanges
:)
I just wish povray just worked here at workplace. Last time I installed, it had
a rough time with the last 3 or so iterations of Windows that left it useless...
how about a zip install?
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>SDL.
Might this be the "problem"? Programmers of GUI3DModellers don't see the SDL as the
"API"?
Ingo
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