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Mike wrote:
>
> How about phongless? :)
>
> -mike
What if it has metallic or specular highlighting ?
Would this keyword also affect the way reflection is calculated ?
--
Ken Tyler
mailto://tylereng@pacbell.net
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> Definitely needs a double_illuminate keyword, so you can make both sides
> of a surface be illuminated.
>
Personally, I'd rather have it handled differently. Since the idea, to my
way of thinking, is to simulate translucency, it would be better to have a
more thorough treatment of it. Both color_maps and image_maps should be
available to adjust the amount illumination that shows through and also
effect the coloration.
And since we're on wish lists, I'd really like to see some improvements to
bicubic patch. The most important one is to do away with u and v steps and
handle the subdivision based on the output resolution. This is the only way
I know of to insure perfect results.
These things are on my to-do list if I can find time 'to do' them.
-Mike
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Chris Huff wrote:
>
> Just thought I would put some of my ideas for POV-Ray 3.5 down, any
> suggestions? Have the final features of this version been decided yet?
> The unlimited light option would be nice, as I understand it, this light
> won't fade when it passes through media, but will still interact with
> it.
Add to the media features wish list a selectable sampling method that
can or will produce smoother media with improved speed results. I can
dream can't I ?
--
Ken Tyler
mailto://tylereng@pacbell.net
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Well translucency is a great idea(one I had thought of and forgot), but
I still think having control of double-illumination would be good. Both
of them, not either-or.
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Ken asks:
> I can
> dream can't I ?
>
Well in that case I want a reality_dream setting that when it's value is
above zero it gives that nice, soft, fuzzy around the edges wavering that
dreams have and when the value is below zero it has the black iron claws
that seem to reach for me out of every shadow.
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Bill DeWitt wrote:
>
> Ken asks:
> > I can
> > dream can't I ?
> >
>
> Well in that case I want a reality_dream setting that when it's value is
> above zero it gives that nice, soft, fuzzy around the edges wavering that
> dreams have and when the value is below zero it has the black iron claws
> that seem to reach for me out of every shadow.
Well it was made as a serious comment that I believe is echoed by many but
if it helps you achieve this in your work as a side effect then I am for
that too.
--
Ken Tyler
mailto://tylereng@pacbell.net
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Ken wrote:
>
> Mike wrote:
> >
> > How about phongless? :)
> >
> > -mike
>
> What if it has metallic or specular highlighting ?
>
> Would this keyword also affect the way reflection is calculated ?
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
How about
light_source{
location vector
colour
...
diffuse value
phong value
specular value }
Makes it easy to tell what each value affects.
Cheers, PoD.
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> Well it was made as a serious comment that I believe is echoed by many but
> if it helps you achieve this in your work as a side effect then I am for
> that too.
No slur on your comment was intended and I regret that it may have
seemed that way.
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Bill DeWitt wrote:
> > but if it helps you achieve this in your work as a side effect then
> > I am for that too.
^ ^ ^ ^ ^
> No slur on your comment was intended and I regret that it may have
> seemed that way.
No slur taken nor admonishment intended sir.
I would like to stress though to anyone who will listen I feel strongly
that the sampling method currently used for the media feature is inadequate
for the process. It is not living up to it's expectations and a major feature
in the program is currently crippled as a result.
Some of these other suggestions are nice luxury items but this is a feature
attraction that is is not working right or as well as it might. In my opinion
other newer additions can wait for important corrections or improvements. If
the choice comes down to time available only to work on one or the other I
personaly choose improving what we have over adding more onto a crippled
system
Proverb time:
... or as grampa used to say why buy a bucket to catch the water from
the leaky faucet when you can pay to fix the leak instead... or why paint
the car when the engine wont run... or...
--
Ken Tyler
mailto://tylereng@pacbell.net
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With the method I described both could be handled in the same manner. I
think it would also be easier to type.
translucence {
color <1, 1, 1>
}
or
translucence {
color_map {
[0 color rgb <1, 1, 1>]
[1 color rgb <1, 0, 0>]
}
}
or
translucence {
image_map {
tga "leaf.tga"
}
}
The default would be black, which would be double-illuminate off, and
anything other than that would turn it on. Clearly it would require a new
entity in texture, which some folks might not like, but I don't see how it
could be handled better, unless it was given an entry in finish like irid.
The image_map example also alludes to an important point. If UV mapping is
going to be in the next release of POV-Ray, it really should have texture
coordinates specified for image_maps, bump_maps, or any other maps within
those statements, and not part of an object's geometry. Texture
coordinates should be relative to the uv coordinates of a surface, not
redefine them, otherwise all maps can only be applied in one way.
-Mike
Chris Huff wrote:
> Well translucency is a great idea(one I had thought of and forgot), but
> I still think having control of double-illumination would be good. Both
> of them, not either-or.
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