POV-Ray : Newsgroups : povray.general : While we are talking about changes Server Time
10 Aug 2024 09:13:49 EDT (-0400)
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From: Bill DeWitt
Subject: Re: While we are talking about changes
Date: 14 Mar 2000 09:03:36
Message: <38ce46b8@news.povray.org>
"Ron Parker" <ron### [at] povrayorg> wrote :
>  (In fact, I wish there were an alternate syntax for
> toruses that took a center and an axis so I could work with them without
having
> to wave my left hand around to figure out the rotations.)

    I have almost convinced my family and friends that waving your hands in
the air, staring into space and  even pounding one hand against your temple
while apparently grasping at and manipulating something invisible with your
eyes tightly shut is the way we communicate with the POVray Program Goddess.


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From: Glen Berry
Subject: Re: While we are talking about changes
Date: 14 Mar 2000 13:48:07
Message: <LojOOAF6Bt=BBCR99yXbnfP3kaeF@4ax.com>
On 12 Mar 2000 15:11:48 -0500, ron### [at] povrayorg (Ron Parker)
wrote:
>Who is this "most people" you talk about?  Most modelers do that, but
>I would think most people make the box where they want it.  I know I
>do.

I usually do as well, but it might be handy for include files that are
trying to be as universal as possible. Having all you include-file
objects oriented in a similar manner can be handy in the main scene
file.

Later,
Glen Berry


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From: crewman
Subject: Re: While we are talking about changes
Date: 14 Mar 2000 17:25:17
Message: <Pine.LNX.4.10.10003141415170.23069-100000@belial.reno.nv.us>
On Tue, 14 Mar 2000, Glen Berry wrote:

> On 12 Mar 2000 15:11:48 -0500, ron### [at] povrayorg (Ron Parker)
> wrote:
> >Who is this "most people" you talk about?  Most modelers do that, but
> >I would think most people make the box where they want it.  I know I
> >do.
> 
> I usually do as well, but it might be handy for include files that are
> trying to be as universal as possible. Having all you include-file
> objects oriented in a similar manner can be handy in the main scene
> file.

so my method of making ALL my objects at 0,0,0 and then translating them
where I want them is umm....non-standard?:) (I swear I make everything at
0,0,0 then translate and rotate to where it looks right) I find it easier
but then hehehe :)


 
> Later,
> Glen Berry
> 
>


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From: Ken
Subject: Re: While we are talking about changes
Date: 14 Mar 2000 17:35:14
Message: <38CEBF21.4A94A0A0@pacbell.net>
cre### [at] belialrenonvus wrote:

> so my method of making ALL my objects at 0,0,0 and then translating them
> where I want them is umm....non-standard?:) (I swear I make everything at
> 0,0,0 then translate and rotate to where it looks right) I find it easier
> but then hehehe :)

Not at all. Your method has considerable merit and is quite popular.
There are a lot of good reasons for specifying objects at the origin
and then manipulating them from there.

-- 
Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: crewman
Subject: Re: While we are talking about changes
Date: 14 Mar 2000 19:01:35
Message: <Pine.LNX.4.10.10003141548460.23081-100000@belial.reno.nv.us>
On Tue, 14 Mar 2000, Ken wrote:

> 
> 
> cre### [at] belialrenonvus wrote:
> 
> > so my method of making ALL my objects at 0,0,0 and then translating them
> > where I want them is umm....non-standard?:) (I swear I make everything at
> > 0,0,0 then translate and rotate to where it looks right) I find it easier
> > but then hehehe :)
> 
> Not at all. Your method has considerable merit and is quite popular.
> There are a lot of good reasons for specifying objects at the origin
> and then manipulating them from there.

Good!:) btw since we're kinda on the subject, how can I shorten the 
box {<-0.5,-0.5,-0.5>,<0.5,0.5,0.5> } 

see I always make my boxes that big then scale the suckers to whatever I'm
doing, the thing is typing all those 0.5's can be tiring (I get around
that with cut and paste, but still if there is some shortform...I'd love
to know it :)
 
> -- 
> Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
> 
>


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From: Chris Huff
Subject: Re: While we are talking about changes
Date: 14 Mar 2000 19:22:20
Message: <chrishuff_99-1EC352.19241414032000@news.povray.org>
In article 
<Pin### [at] belialrenonvus>, 
<cre### [at] belialrenonvus> wrote:

> Good!:) btw since we're kinda on the subject, how can I shorten the 
> box {<-0.5,-0.5,-0.5>,<0.5,0.5,0.5> } 
> 
> see I always make my boxes that big then scale the suckers to 
> whatever I'm doing, the thing is typing all those 0.5's can be tiring 
> (I get around that with cut and paste, but still if there is some 
> shortform...I'd love to know it :)

You could use this:
#declare Box = box {<-0.5,-0.5,-0.5>,<0.5,0.5,0.5> }

And then make your boxes with
object {Box
...
}

Or you can leave the 0's out:
box {<-.5,-.5,-.5>,<.5,.5,.5> }
And to shorten it further, you can use the feature of POV that promotes 
floats to vectors when necessary:
box {-0.5, 0.5}
or
box {-.5,.5}

This isn't as easy to immediately understand, though, and is just as 
long as using a Box variable.


If you really want to eliminate keypresses, try this:
#macro Box()
box {<-.5,-.5,-.5>,<.5,.5,.5>
#end

You would use the macro this way:

Box()
...object stuff, textures, etc go here...
}

You could use a shorter name for the macro, but you can't eliminate the 
parentheses.

-- 
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/


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From: Ken
Subject: Re: While we are talking about changes
Date: 14 Mar 2000 19:22:43
Message: <38CED846.32BBF0E5@pacbell.net>
cre### [at] belialrenonvus wrote:
> Good!:) btw since we're kinda on the subject, how can I shorten the
> box {<-0.5,-0.5,-0.5>,<0.5,0.5,0.5> }

Some typical shorthand primitives:

box {<-0.5,-0.5,-0.5>,<0.5,0.5,0.5> }

box{-.5,.5) // a unit box at the origin


sphere {<0,0,0>,1 }

sphere{0,1) // a unit sphere at the origin


cylinder {<-.5, 0, 0>, <.5, 0, 0>, 1 }

cylinder{x*-.5,x*.5,1} // 1 unit long in the x direction with a dia of 1


cone {<0, -.5, 0>, 1, <0, .5, 0>, 0 }

cone{y*-.5,1,y*.5,0} // 1 unit high with a base of 1 and a point of zero
                     // centered at the origin



-- 
Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: crewman
Subject: Re: While we are talking about changes
Date: 14 Mar 2000 20:31:02
Message: <Pine.LNX.4.10.10003141653180.23088-100000@belial.reno.nv.us>
On Tue, 14 Mar 2000, Chris Huff wrote:

> In article 
> <Pin### [at] belialrenonvus>, 
> <cre### [at] belialrenonvus> wrote:
> 
> > Good!:) btw since we're kinda on the subject, how can I shorten the 
> > box {<-0.5,-0.5,-0.5>,<0.5,0.5,0.5> } 
> > 
> > see I always make my boxes that big then scale the suckers to 
> > whatever I'm doing, the thing is typing all those 0.5's can be tiring 
> > (I get around that with cut and paste, but still if there is some 
> > shortform...I'd love to know it :)
> 
> You could use this:
> #declare Box = box {<-0.5,-0.5,-0.5>,<0.5,0.5,0.5> }
> 
> And then make your boxes with
> object {Box
> ...
> }

Doh! I should have thought of that! :) 

 
> Or you can leave the 0's out:
> box {<-.5,-.5,-.5>,<.5,.5,.5> }
> And to shorten it further, you can use the feature of POV that promotes 
> floats to vectors when necessary:
> box {-0.5, 0.5}
> or
> box {-.5,.5}
>

Yeah...ok

> This isn't as easy to immediately understand, though, and is just as 
> long as using a Box variable.
> 
> 
> If you really want to eliminate keypresses, try this:
> #macro Box()
> box {<-.5,-.5,-.5>,<.5,.5,.5>
> #end
> 
> You would use the macro this way:
> 
> Box()
> ...object stuff, textures, etc go here...
> }
> 
> You could use a shorter name for the macro, but you can't eliminate the 
> parentheses.

Kewl.....sorta like #define eh? but without the object{} thing... Can I do
that for CSG stuff too? I use CSG a LOT (pages of the stuff) this could
save some typing :)  

 
> -- 
> Chris Huff
> e-mail: chr### [at] yahoocom
> Web page: http://chrishuff.dhs.org/
> 
>


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From: crewman
Subject: Re: While we are talking about changes
Date: 14 Mar 2000 20:34:32
Message: <Pine.LNX.4.10.10003141723060.23088-100000@belial.reno.nv.us>
On Tue, 14 Mar 2000, Ken wrote:

> 
> 
> cre### [at] belialrenonvus wrote:
> > Good!:) btw since we're kinda on the subject, how can I shorten the
> > box {<-0.5,-0.5,-0.5>,<0.5,0.5,0.5> }
> 
> Some typical shorthand primitives:
> 
> box {<-0.5,-0.5,-0.5>,<0.5,0.5,0.5> }
> 
> box{-.5,.5) // a unit box at the origin
> 
> 
> sphere {<0,0,0>,1 }
> 
> sphere{0,1) // a unit sphere at the origin
> 
> 
> cylinder {<-.5, 0, 0>, <.5, 0, 0>, 1 }
> 
> cylinder{x*-.5,x*.5,1} // 1 unit long in the x direction with a dia of 1
> 
> 
> cone {<0, -.5, 0>, 1, <0, .5, 0>, 0 }
> 
> cone{y*-.5,1,y*.5,0} // 1 unit high with a base of 1 and a point of zero
>                      // centered at the origin
> 

so y* = 1 ? (or x* = 1?) or is it y (multiplied by) ?





> 
> -- 
> Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
> 
>


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From: Glen Berry
Subject: Re: While we are talking about changes
Date: 14 Mar 2000 20:59:57
Message: <d+3OOOYLzvogwIMemnUDluXyUVic@4ax.com>
On Tue, 14 Mar 2000 17:22:43 -0800, <cre### [at] belialrenonvus> wrote:

>> You would use the macro this way:
>> 
>> Box()
<SNIP>
>Kewl.....sorta like #define eh? but without the object{} thing... Can I do
>that for CSG stuff too? I use CSG a LOT (pages of the stuff) this could
>save some typing :)  

You might save some typing, but keep in mind that it will take longer
to parse. This might not be a problem, unless you have several
elements in your scene described using macros.

Later,
Glen Berry


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