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From: Warp
Subject: Re: What and why is megapov
Date: 2 Oct 2001 05:40:28
Message: <3bb98b8c@news.povray.org>
Rob Brown-Bayliss <on_### [at] clearnetnz> wrote:
: Ok, so I can look at the mogapovs as the unstable development branch of
: Pov-ray, and pov-ray as the tested and known to work branch?

  Not in the sense that MegaPov has no official status.
  Consider MegaPov as a third party private project.

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: ahmet oktar
Subject: Re: What and why is megapov
Date: 2 Oct 2001 09:10:53
Message: <3bb9bcdd@news.povray.org>
yes I know that's have lot of megapov features but why dont't have general
and popular modelling tools like nurbs,subd.,etc?
I think it's more easy code than isosurf coding!! If PovTeam want to make
more popular the Povray i think it's necessary!
For example i'm developing a exporter from Maya to Pov and missing of
features like this most biggest problem for me!!


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From: Warp
Subject: Re: What and why is megapov
Date: 2 Oct 2001 09:26:49
Message: <3bb9c098@news.povray.org>
ahmet oktar <ahm### [at] yahoocom> wrote:
: yes I know that's have lot of megapov features but why dont't have general
: and popular modelling tools like nurbs,subd.,etc?

  Because no-one has made them?

: I think it's more easy code than isosurf coding!!

  Do you really think that coding NURBS by hand is easier than isosurfaces?
NURBS are like bicubic patches, but more complicated, and I would really
like to see you code bicubic patches by hand...

: For example i'm developing a exporter from Maya to Pov and missing of
: features like this most biggest problem for me!!

  What stops you from converting the NURBS to triangle meshes?

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: Ron Parker
Subject: Re: What and why is megapov
Date: 2 Oct 2001 09:28:33
Message: <slrn9rjg82.f4k.ron.parker@fwi.com>
On 2 Oct 2001 09:26:49 -0400, Warp wrote:
>  Do you really think that coding NURBS by hand is easier than isosurfaces?
>NURBS are like bicubic patches, but more complicated, and I would really
>like to see you code bicubic patches by hand...

<cough>

-- 
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbt 1}hollow interior{media{emission T}}finish{
reflection.1}}#end Z(-x-x.2y)Z(-x-x.4x)camera{location z*-10rotate x*90}


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From: Nekar Xenos
Subject: Re: What and why is megapov
Date: 2 Oct 2001 09:40:56
Message: <3bb9c3e8@news.povray.org>
"Ron Parker" <ron### [at] povrayorg> wrote in message
news:slr### [at] fwicom...
> On 2 Oct 2001 09:26:49 -0400, Warp wrote:
> >  Do you really think that coding NURBS by hand is easier than isosurfaces?
> >NURBS are like bicubic patches, but more complicated, and I would really
> >like to see you code bicubic patches by hand...
>
> <cough>
>
> --
> #macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z
a-z)R(a
> -z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F
T)merge{
> P(z+a)P(z-a)R(-z-z-x a)pigment{rgbt 1}hollow interior{media{emission
T}}finish{
> reflection.1}}#end Z(-x-x.2y)Z(-x-x.4x)camera{location z*-10rotate x*90}

I don't get it. Is there supposed to be a bicubic patch in here?

- Nekar


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From: Ron Parker
Subject: Re: What and why is megapov
Date: 2 Oct 2001 09:46:56
Message: <slrn9rjhai.f4k.ron.parker@fwi.com>
On Tue, 2 Oct 2001 15:45:55 +0200, Nekar Xenos wrote:
>I don't get it. Is there supposed to be a bicubic patch in here?

Nope.  For my hand-coded bicubic patches, you have to find my IRTC
entry.  (My only one so far.  Maybe someday there'll be another contest
with an inspiring theme.  I mean, really, Fantasy?  Are there that few 
interesting themes in the world?)  It is at 
http://www.irtc.org/stills/1999-02-28/view.html

-- 
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbt 1}hollow interior{media{emission T}}finish{
reflection.1}}#end Z(-x-x.2y)Z(-x-x.4x)camera{location z*-10rotate x*90}


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From: ahmet oktar
Subject: Re: What and why is megapov
Date: 2 Oct 2001 11:28:33
Message: <3bb9dd21@news.povray.org>
>   Do you really think that coding NURBS by hand is easier than
isosurfaces?
> NURBS are like bicubic patches, but more complicated, and I would really
> like to see you code bicubic patches by hand...

i don't want to challenge about this !! I'm not very experienced on pov and
i'm exploring lot of features but at this time i see lack of features
>   What stops you from converting the NURBS to triangle meshes?
>
nothing now it's exported like this but take lot of time and space


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From: Bob H 
Subject: Re: What and why is megapov
Date: 2 Oct 2001 12:12:51
Message: <3bb9e783@news.povray.org>
"Rob Brown-Bayliss" <on_### [at] clearnetnz> wrote in message
news:3bb97106@news.povray.org...
> > Please bear in mind that the 3.5 GUI has been upgraded as well.
>
> I didn't know povray had a gui?  Or is it only the windows version that
> has a gui?  Useing linux I note there is no 3.5 beta, but since I am a
> newbie I prefer to use the older, know good 3.1.

The Macintosh platform has it also, although different from the PC platform.
Other possible (and non-GUI) platforms are probably left out for now because
it's the bug report frenzy time right now.  Except I couldn't say for sure
anything about all that.
Even so, I thought Linux could run the graphical POV as well?  Or is that by
preference to run a non-GUI version?

Bob H.


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From: Ron Parker
Subject: Re: What and why is megapov
Date: 2 Oct 2001 13:23:47
Message: <slrn9rju16.fbd.ron.parker@fwi.com>
On 2 Oct 2001 09:46:56 -0400, Ron Parker wrote:
>On Tue, 2 Oct 2001 15:45:55 +0200, Nekar Xenos wrote:
>>I don't get it. Is there supposed to be a bicubic patch in here?
>
>Nope.  For my hand-coded bicubic patches, you have to find my IRTC
>entry.  

Or... TADA!  My new sig!

-- 
#macro R(P)C(P)C(P)/2+C(P+1)/2C(P)/2+C(P+1)/2C(P+1)#end#macro P(A)bicubic_patch{
type 1u_steps 4v_steps 4R(1)R(3)R(5)R(7)translate 9*z-3pigment{red 9}}#end#macro
C(Z)#local B=asc(substr(A,Z,1))-65;<mod(B,4)div(B,4)>#end#local O=union{ // RON
P("ABEFQRUV")P("JNLOXSVR")}P("NOKLGHCD")union{O}union{O translate 4*x} // PARKER


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From: Thorsten Froehlich
Subject: Re: What and why is megapov
Date: 2 Oct 2001 13:56:10
Message: <3bb9ffba@news.povray.org>
In article <3bb94ba4@news.povray.org> , "Rob Brown-Bayliss" 
<on_### [at] clearnetnz> wrote:

>> Others simply do not work in a reliable fashion or are only
>> half-finished by the original author.  The goal of POV-ray 3.5 is to
>> provide _stable_ and _working_ set of features.
>
> Ok, so I can look at the mogapovs as the unstable development branch of
> Pov-ray, and pov-ray as the tested and known to work branch?

No.  The official POV-Ray is developed and supported by the POV-Team.  The
POV-Team is not responsible for any support or development of unofficial
versions like MegaPOV.  Also one major developer (Nathan) of MegaPOV is a
member of the POV-Team, he is working on MegaPOV independently.  It does not
imply that the POV-Team endorses MegaPOV in any way.

At no time has the POV-Team guaranteed that any feature that is part of
MegaPOV or any other unofficial version will be made part of the official
version of POV-Ray.  Of course this does _not_ mean that we won't add some
of the useful and working features from unofficial versions, but as we did
when developing POV-Ray 3.5, we reserve the right to make any change we see
fit when adding such a feature.

This policy has been stated and explained before, I think a lot of it can be
found in the various articles in the faq group.


    Thorsten


(Speaking for myself only, not for the team)

____________________________________________________
Thorsten Froehlich
e-mail: mac### [at] povrayorg

I am a member of the POV-Ray Team.
Visit POV-Ray on the web: http://mac.povray.org


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