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Chris Huff wrote:
> In article <10n5ps4sjuvnbl6398bihmen322htdppue@4ax.com>, Peter Popov
> <pet### [at] usa net> wrote:
>
> > This has already been implemented in another raytracer so it's not
> > that impossible.
>
> So have some of the other things, but they would all require large
> changes in the architecture and source code. Adding it to POV would
> probably be impossible...it would probably be easier to write a new
> renderer that supports those things.
There is a link to a POV patch (over v2.2) that does this in
http://povray.org/links/3D_Programs/POV-Ray_Unofficial_Patches_and_Front_End_Programs/POV-Ray_Patches_v2_2/
--
Bye
Pabs
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Chris Huff <chr### [at] mac com> wrote...
> - True displacement mapping for all objects, using curved rays
Would we want to do it any other way?
> - Relativistic effects, with adjustable light speed
Ooooh... sounds like fun. :-) (Yes, I've seen the animations from the
renderer that already does this.)
> - Custom BDRF functions
Actually, this shouldn't be too far off as a MegaPov feature. (of course,
post-3.5)
> - 5x faster rendering and parsing
My favorite by far. Anybody want to volunteer to write this patch?
-Nathan
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Warp wrote:
> David Fontaine <dav### [at] faricy net> wrote:
> : In POV 3.5 I would like to see the following implementations:
> : - True wavelength-dependent interference
> : - Diffraction
> : - Optical birefringence
> : - Polarization and polarizing filters, including ior-dependent polarized
> : reflection
> : - Non-uniform ior for object interiors
> : - Differentiation between absorption and interference filtration
>
> It's easy to say, but how easy to implement? You are free to post your own
> ideas about the algorithms that will implement those.
>
> And by the way, about the non-uniform ior in objects interiors:
>
> http://www.students.tut.fi/~warp/povVFAQ/languageVFAQ.html#variableior
I already know why it won't be implemented, you notice there was an evil
grinning smiley a few lines down... >;)
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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Nathan Kopp wrote:
> > - 5x faster rendering and parsing
>
> My favorite by far. Anybody want to volunteer to write this patch?
Free and easy! Just change some jumpers on the motherboard... :)
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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Warp wrote:
> And by the way, about the non-uniform ior in objects interiors:
>
> http://www.students.tut.fi/~warp/povVFAQ/languageVFAQ.html#variableior
BTW, this FAQ also talks about non-uniform transformations, saying they are only
possible in mesh modellers by moving the vertexes. Indded they are quite
possible in MegaPOV isosurfaces.
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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David Fontaine <dav### [at] faricy net> wrote:
: BTW, this FAQ also talks about non-uniform transformations, saying they are only
: possible in mesh modellers by moving the vertexes. Indded they are quite
: possible in MegaPOV isosurfaces.
Firstly: You can't modify an arbitrary object with an isosurface.
Secondly: Yes, you can modify an isosurface function with another function.
But is this really a transformation? When you modify a function with another
function, you just create a third function. There are no specific
transformations involved.
Yes, you can, for example, convert a cylinder-shaped isosurface into a
cone-shaped isosurface. This is, however, done by actually creating another
function, not by transforming.
Of course it is possible to think that any transformations are possible
for an isosurface if you like.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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David Fontaine <dav### [at] faricy net> wrote:
: Free and easy! Just change some jumpers on the motherboard... :)
I think that if you try to make your computer 5 times faster by overclocking
(and notice that it's not enough to se the MHz amount 5 times larger for
this), you will fry your CPU.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Chris Huff wrote:
>
> In article <399311B7.AAB467A0@yahoo.com>, ryan constantine
> <rco### [at] yahoo com> wrote:
>
> > there is a solution for this right? getting a computer that is 5X
> > faster :)
>
> But that costs more than a POV upgrade. :-)
For the user, yes. Doesn't cost the POV-Team a dime.
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On 11 Aug 2000 05:20:24 -0400, Warp wrote:
>David Fontaine <dav### [at] faricy net> wrote:
>: Free and easy! Just change some jumpers on the motherboard... :)
>
> I think that if you try to make your computer 5 times faster by overclocking
>(and notice that it's not enough to se the MHz amount 5 times larger for
>this), you will fry your CPU.
That depends on where you started. If I'd started with my K6/233 at 50 MHz,
then decided to overclock to five times that, it'd probably work (but it'd
run hot... my K6 is the last .35u K6 made, for just that reason.)
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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In article <39935BE7.AB4FF0BB@hotmail.com>, Pabs <pab### [at] hotmail com>
wrote:
> There is a link to a POV patch (over v2.2) that does this in
> http://povray.org/links/3D_Programs/POV-Ray_Unofficial_Patches_and_Front_E
> nd_Programs/POV-Ray_Patches_v2_2/
Ok, I will have to expand the requirements: full simulation of frequency
shifting(Doppler effect), taking gravitational effects into account, etc.
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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