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Well hello there,
Perhaps someone could offer help with this blob question.
Working with primitives, It is possible to #declare a union of objects, and then
re-use
this declaration nested within another union. However, I have tried to find a way to
do
the same with blobs, but I can't get it to work. There doesn't seem to be an option to
do
it. Does anyone know if it's possible? I want to #declare a blob object constructed of
maybe 10 sphere components, each one affected by clock* rotations and translations,
and
then re-use this object many times, each with additional rotations etc. The only way I
can
do it at the moment is to apply multiple transformations to each component, but as I'm
likely to have 10,000+ components, I'd rather hack my own legs off with a spoon than
attempt it!
I hope it's just a case of ignorance on my part.
Anyway, I'm pleased 'cos I think I've just created a scene that has 'artefact' free
atmospheric media! Maybe I could make my fortune by divulging the settings in exchange
for
huge sums of cash? ;-)
Andy Cocker
and### [at] acockerfreeservecouk
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If you mean to still have those blobs influenced by a parent threshold
value yet within their own separate statement so there is a multiple
component blob but not multitudes blobs {?}), I saw someone mention that
before and they had a patched version to do so I believe. If not, I'm
not sure I understand the idea you have in mind.
Andrew Cocker wrote:
>
> Well hello there,
>
> Perhaps someone could offer help with this blob question.
> Working with primitives, It is possible to #declare a union of objects, and then
re-use
> this declaration nested within another union. However, I have tried to find a way to
do
> the same with blobs, but I can't get it to work. There doesn't seem to be an option
to do
> it. Does anyone know if it's possible? I want to #declare a blob object constructed
of
> maybe 10 sphere components, each one affected by clock* rotations and translations,
and
> then re-use this object many times, each with additional rotations etc. The only way
I can
> do it at the moment is to apply multiple transformations to each component, but as
I'm
> likely to have 10,000+ components, I'd rather hack my own legs off with a spoon than
> attempt it!
>
> I hope it's just a case of ignorance on my part.
>
> Anyway, I'm pleased 'cos I think I've just created a scene that has 'artefact' free
> atmospheric media! Maybe I could make my fortune by divulging the settings in
exchange for
> huge sums of cash? ;-)
>
> Andy Cocker
>
> and### [at] acockerfreeservecouk
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
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Hi Bob,
Bob Hughes wrote in message <36A### [at] aolcom>...
>If you mean to still have those blobs influenced by a parent threshold
>value yet within their own separate statement so there is a multiple
>component blob but not multitudes blobs {?}), I saw someone mention that
>before and they had a patched version to do so I believe. If not, I'm
>not sure I understand the idea you have in mind.
Yeah, that's what I mean. Check out my recent post to pov.binaries.animation to see
the
kind of thing I'm attempting to do. I had to declare each component seperately, rather
than declare a small group of components once, and then re-use that group an
additional number of times. The only other way I could do it was to declare a blob
object,
and then use it within a union statement, but then of course, each blob object would
not
react with its neighbour.
Andy Cocker
and### [at] acockerfreeservecouk
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The issue is that blob components aren't independent objects.
You can fake it with macros and basically get the modularity you
seek, although no associated memory savings.
Dan
Andrew Cocker wrote:
>
> Hi Bob,
>
> Bob Hughes wrote in message <36A### [at] aolcom>...
> >If you mean to still have those blobs influenced by a parent threshold
> >value yet within their own separate statement so there is a multiple
> >component blob but not multitudes blobs {?}), I saw someone mention that
> >before and they had a patched version to do so I believe. If not, I'm
> >not sure I understand the idea you have in mind.
>
> Yeah, that's what I mean. Check out my recent post to pov.binaries.animation to see
the
> kind of thing I'm attempting to do. I had to declare each component seperately,
rather
> than declare a small group of components once, and then re-use that group an
> additional number of times. The only other way I could do it was to declare a blob
object,
> and then use it within a union statement, but then of course, each blob object would
not
> react with its neighbour.
>
> Andy Cocker
>
> and### [at] acockerfreeservecouk
--
http://www.flash.net/~djconnel/
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