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> 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.
--
Rob Brown-Bayliss
---======o======---
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"Rob Brown-Bayliss" <on_### [at] clear net nz> 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.
>
It's worth "upgrading" to megapov - all the standard pov features are there and
certain operations such as media are much improved*. And I won't even mention
iso-surfaces (oops).
* your jet-engine would be a lot easier with megapov
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Rob Brown-Bayliss <on_### [at] clear net nz> 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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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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ahmet oktar <ahm### [at] yahoo com> 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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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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"Ron Parker" <ron### [at] povray org> wrote in message
news:slr### [at] 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}
I don't get it. Is there supposed to be a bicubic patch in here?
- Nekar
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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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> 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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"Rob Brown-Bayliss" <on_### [at] clear net nz> 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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