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  How to number objects? (Message 1 to 9 of 9)  
From: Greg M  Johnson
Subject: How to number objects?
Date: 18 Mar 1999 19:47:48
Message: <36f19eb4.0@news.povray.org>
I want each individual object actor[n] to be labelled with the number
"n" on its body.  When my "actor" was CSG of a few primitives,  I had a
sufficiently clever way of doing this: I created an additional object
slightly larger than my actor, which was the intersection of a text
object and my actor.

Now that I've converted to a sPatch- modelled object which contains many
bicubic patches, I suspect that the render time would creep to a halt if
I used the same technique.  Any suggestions on how to do this in the
pigment?  I don't want to make separate bitmaps for each number!


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From: Robert J Becraft
Subject: Re: How to number objects?
Date: 19 Mar 1999 07:27:17
Message: <36F2417A.668@aol.com>
Without seeing your code or original creations, I suspect that the point
on the creature's body you wish to place this number has a primative
shape (cylinder, sphere, etc.).  Simply create the primative, apply your
number and position it appropriately overlapping your creature in the
proper position.

You might want to experiment for "speed" by testing wether your method
of intersection of text and the object works better or simply making a
bitmap with a background that is transparent. (Ie. sometimes you have to
make all those bitmaps!)

Regards,
Robert J Becraft
aka cas### [at] aolcom

Greg M. Johnson wrote:
> 
> I want each individual object actor[n] to be labelled with the number
> "n" on its body.  When my "actor" was CSG of a few primitives,  I had a
> sufficiently clever way of doing this: I created an additional object
> slightly larger than my actor, which was the intersection of a text
> object and my actor.
> 
> Now that I've converted to a sPatch- modelled object which contains many
> bicubic patches, I suspect that the render time would creep to a halt if
> I used the same technique.  Any suggestions on how to do this in the
> pigment?  I don't want to make separate bitmaps for each number!


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From: Greg M  Johnson
Subject: Re: How to number objects?
Date: 19 Mar 1999 07:35:49
Message: <36F243FB.885C6F85@aol.com>
My earlier version put the number label on one of the cones in my CSG.  The
method I used is the one you described.
In my latest version, I have switched to a sPatch model. It's no longer CSG of
primitives but about 25 bicubic patches.

I like letting the software do the work.  I can then easily change my number
"n" of actors from 15 to 40 with a single keystroke! Furthermoe, I have wasted
HOURS in the past trying to get a bitmap to align with any kind of sense on my
object.

Robert J Becraft wrote:

> Without seeing your code or original creations, I suspect that the point
> on the creature's body you wish to place this number has a primative
> shape (cylinder, sphere, etc.).  Simply create the primative, apply your
> number and position it appropriately overlapping your creature in the
> proper position.
>
> You might want to experiment for "speed" by testing wether your method
> of intersection of text and the object works better or simply making a
> bitmap with a background that is transparent. (Ie. sometimes you have to
> make all those bitmaps!)
>
> Regards,
> Robert J Becraft
> aka cas### [at] aolcom
>
> Greg M. Johnson wrote:
> >
> > I want each individual object actor[n] to be labelled with the number
> > "n" on its body.  When my "actor" was CSG of a few primitives,  I had a
> > sufficiently clever way of doing this: I created an additional object
> > slightly larger than my actor, which was the intersection of a text
> > object and my actor.
> >
> > Now that I've converted to a sPatch- modelled object which contains many
> > bicubic patches, I suspect that the render time would creep to a halt if
> > I used the same technique.  Any suggestions on how to do this in the
> > pigment?  I don't want to make separate bitmaps for each number!


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From: Ken
Subject: Re: How to number objects?
Date: 19 Mar 1999 09:19:17
Message: <36F25C03.D054E2F9@pacbell.net>
Greg M. Johnson wrote:
> 
> My earlier version put the number label on one of the cones in my CSG.  The
> method I used is the one you described.
> In my latest version, I have switched to a sPatch model. It's no longer CSG of
> primitives but about 25 bicubic patches.
> 
> I like letting the software do the work.  I can then easily change my number
> "n" of actors from 15 to 40 with a single keystroke! Furthermoe, I have wasted
> HOURS in the past trying to get a bitmap to align with any kind of sense on my
> object.

    You did not say if the numbering system was permanent on the part
 or just your method of keeping track of what parts go where but there
 is one possible solution. Instead of using your old CSG trick why not
 just use a text object with a very thin scale in depth. You could sink
 it most of the way into the surface of the object you are attaching it
 to and just leave it there. No CSG and no new technique. It will stick
 out a very small amount but if you scale it and translate it properly.
 It would hardly be noticeable unless the light caught it just right or
 you were focused in tight on that spot with the camera.


  -- 
  Ken Tyler

  mailto://tylereng@pacbell.net


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From: Greg M  Johnson
Subject: Re: How to number objects?
Date: 19 Mar 1999 14:30:26
Message: <36F2A526.DFF95262@aol.com>
No, it has a very curvy shape, will be seen from all directions, and the number
should be "permanently" affixed, actually like on a race car. Except my actors are
race "flying gadgets."  The surface I want the number to appear on is much like a
cone, only not quite, as it's an sPatch model.

Ken wrote:

> Greg M. Johnson wrote:
> >
> > My earlier version put the number label on one of the cones in my CSG.  The
> > method I used is the one you described.
> > In my latest version, I have switched to a sPatch model. It's no longer CSG of
> > primitives but about 25 bicubic patches.
> >
> > I like letting the software do the work.  I can then easily change my number
> > "n" of actors from 15 to 40 with a single keystroke! Furthermoe, I have wasted
> > HOURS in the past trying to get a bitmap to align with any kind of sense on my
> > object.
>
>     You did not say if the numbering system was permanent on the part
>  or just your method of keeping track of what parts go where but there
>  is one possible solution. Instead of using your old CSG trick why not
>  just use a text object with a very thin scale in depth. You could sink
>  it most of the way into the surface of the object you are attaching it
>  to and just leave it there. No CSG and no new technique. It will stick
>  out a very small amount but if you scale it and translate it properly.
>  It would hardly be noticeable unless the light caught it just right or
>  you were focused in tight on that spot with the camera.
>
>   --
>   Ken Tyler
>
>   mailto://tylereng@pacbell.net


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From: Bob Hughes
Subject: Re: How to number objects?
Date: 20 Mar 1999 02:26:25
Message: <36F34DA3.AD7C1D6C@aol.com>
How about 'intersection' of text objects with the shapes?
And use a high depth to be sure and encounter all of it.


"Greg M. Johnson" wrote:
> 
> No, it has a very curvy shape, will be seen from all directions, and the number
> should be "permanently" affixed, actually like on a race car. Except my actors are
> race "flying gadgets."  The surface I want the number to appear on is much like a
> cone, only not quite, as it's an sPatch model.
> 
> Ken wrote:
> 
> > Greg M. Johnson wrote:
> > >
> > > My earlier version put the number label on one of the cones in my CSG.  The
> > > method I used is the one you described.
> > > In my latest version, I have switched to a sPatch model. It's no longer CSG of
> > > primitives but about 25 bicubic patches.
> > >
> > > I like letting the software do the work.  I can then easily change my number
> > > "n" of actors from 15 to 40 with a single keystroke! Furthermoe, I have wasted
> > > HOURS in the past trying to get a bitmap to align with any kind of sense on my
> > > object.
> >
> >     You did not say if the numbering system was permanent on the part
> >  or just your method of keeping track of what parts go where but there
> >  is one possible solution. Instead of using your old CSG trick why not
> >  just use a text object with a very thin scale in depth. You could sink
> >  it most of the way into the surface of the object you are attaching it
> >  to and just leave it there. No CSG and no new technique. It will stick
> >  out a very small amount but if you scale it and translate it properly.
> >  It would hardly be noticeable unless the light caught it just right or
> >  you were focused in tight on that spot with the camera.
> >
> >   --
> >   Ken Tyler
> >
> >   mailto://tylereng@pacbell.net

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto:inv### [at] aolcom?Subject=PoV-News


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From: Ken
Subject: Re: How to number objects?
Date: 20 Mar 1999 05:51:47
Message: <36F37CB5.8422ABB0@pacbell.net>
Bob Hughes wrote:
> 
> How about 'intersection' of text objects with the shapes?
> And use a high depth to be sure and encounter all of it.

  Unfortunatly his intention is to apply this to bicubic patch
objects and patch objects are not allowed in csg operations other
than the union() statement. Even if it did work it would most
likely be a time intensive operation that would really slow the
renderer.

   I think he should just project the identifiers onto the objects
with photons.  ;~ ]


-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Rune S  Johansen
Subject: Re: How to number objects?
Date: 20 Mar 1999 11:13:37
Message: <36f3c931.0@news.povray.org>
It sounds like you have to use bitmaps.

You can make a .pov file called number.pov:
You make an animation which output images
called number01.gif, number02.gif and so on.

Then you can find some way to automatically
use the bitmaps on the bicubic patch objects.

Ken wrote:
>Bob Hughes wrote:
>>
>> How about 'intersection' of text objects with the shapes?
>> And use a high depth to be sure and encounter all of it.
>
>  Unfortunatly his intention is to apply this to bicubic patch
>objects and patch objects are not allowed in csg operations other
>than the union() statement. Even if it did work it would most
>likely be a time intensive operation that would really slow the
>renderer.
>
>   I think he should just project the identifiers onto the objects
>with photons.  ;~ ]
>
>
>--
>Ken Tyler
>
>mailto://tylereng@pacbell.net

Rune S. Johansen
http://hjem.get2net.dk/rsj


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From: Bob Hughes
Subject: Re: How to number objects?
Date: 21 Mar 1999 00:06:37
Message: <36F47E57.10BAADD6@aol.com>
I was going to say this.
Think he first mentioned the unwanted task of using image mapping and so
I hesitated even suggesting a more automatic way.
Sorry about the CSG with bicubics idea, I was being a risk-taker there.
Figured it just might do it if the orientations were right. Never mind
me.


"Rune S. Johansen" wrote:
> 
> It sounds like you have to use bitmaps.
> 
> You can make a .pov file called number.pov:
> You make an animation which output images
> called number01.gif, number02.gif and so on.
> 
> Then you can find some way to automatically
> use the bitmaps on the bicubic patch objects.
> 
> Ken wrote:
> >Bob Hughes wrote:
> >>
> >> How about 'intersection' of text objects with the shapes?
> >> And use a high depth to be sure and encounter all of it.
> >
> >  Unfortunatly his intention is to apply this to bicubic patch
> >objects and patch objects are not allowed in csg operations other
> >than the union() statement. Even if it did work it would most
> >likely be a time intensive operation that would really slow the
> >renderer.
> >
> >   I think he should just project the identifiers onto the objects
> >with photons.  ;~ ]
> >
> >
> >--
> >Ken Tyler
> >
> >mailto://tylereng@pacbell.net
> 
> Rune S. Johansen
> http://hjem.get2net.dk/rsj

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto:inv### [at] aolcom?Subject=PoV-News


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