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  how to render pov1.0 scenes with pov 3.1g (Message 5 to 14 of 14)  
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From: Christoph Hormann
Subject: Re: how to render pov1.0 scenes with pov 3.1g
Date: 8 Dec 2001 13:12:06
Message: <3C1257F6.356616F8@gmx.de>
Volker Duetsch wrote:
> 
> Hi,
> 
> with version 1.0 I just can render it, but only if I outqoute
> //#include "textures.inc". Any chance to use textures.inc with
> version 1.0.
> 

There is nothing from 'textures.inc' in your scene file, but if you need
it somewhere else you can try to use the version coming with Povray 1.0.

BTW, converting syntax to 3.1 is not that difficult either, just add
commas in the vectors, replace 'composite' with 'union' and change the
texture syntax.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Ken
Subject: Re: how to render pov1.0 scenes with pov 3.1g
Date: 8 Dec 2001 13:22:03
Message: <3C125AE2.D0234035@pacbell.net>
Christoph Hormann wrote:
> 
> Volker Duetsch wrote:
> >
> > Hi,
> >
> > with version 1.0 I just can render it, but only if I outqoute
> > //#include "textures.inc". Any chance to use textures.inc with
> > version 1.0.
> >
> 
> There is nothing from 'textures.inc' in your scene file, but if you need
> it somewhere else you can try to use the version coming with Povray 1.0.
> 
> BTW, converting syntax to 3.1 is not that difficult either, just add
> commas in the vectors, replace 'composite' with 'union' and change the
> texture syntax.

On a 300k file it's not that easy.

-- 
Ken Tyler


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From: Mike Williams
Subject: Re: how to render pov1.0 scenes with pov 3.1g
Date: 8 Dec 2001 13:56:49
Message: <59lJQIAMHmE8EwtV@econym.demon.co.uk>
Wasn't it Volker Duetsch who wrote:
>Hi,
>
>with version 1.0 I just can render it, but only if I outqoute
>//#include "textures.inc". Any chance to use textures.inc with
>version 1.0.

It's perfectly OK to switch #version numbers during a scene. Try putting
the "#version 1.0;" after you #include any files that come with v3.1. 

#version 3.1;
#include "textures.inc"
#version 1.0;
...

Textures.inc tries to switch #version numbers for itself, but it doesn't
quite work. It uses a feature that's not supported under the #version
1.0 syntax before it has switched to #version 3.1.

-- 
Mike Williams
Gentleman of Leisure


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From: Christoph Hormann
Subject: Re: how to render pov1.0 scenes with pov 3.1g
Date: 8 Dec 2001 14:16:59
Message: <3C12672B.4126E011@gmx.de>
Ken wrote:
> 
> On a 300k file it's not that easy.
> 

Oh, come on, even the commas are only slightly more advanced 'search &
replace'.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Lutz-Peter Hooge
Subject: Re: how to render pov1.0 scenes with pov 3.1g
Date: 8 Dec 2001 18:30:44
Message: <MPG.167cc0ebaac170289896ca@news.povray.org>
In article <3c1237de$1@news.povray.org>, Vol### [at] gmxde says...

> i'm using Lissajou to create files for povray. The output is still 1.0.
> How can i render this files with pov 3.1g?

Just create everything in Povray. It really doesn't make much sense to 
use an external program for this kind of things.

I'll post a script for generating lissajou shapes to
povray.text.scene-files ASAP

Lutz-Peter


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From: Warp
Subject: Re: how to render pov1.0 scenes with pov 3.1g
Date: 9 Dec 2001 07:48:43
Message: <3c135dab@news.povray.org>
Ken <tyl### [at] pacbellnet> wrote:
: On a 300k file it's not that easy.

  Perhaps in Windows... ;)

-- 
#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:
Subject: Re: how to render pov1.0 scenes with pov 3.1g
Date: 10 Dec 2001 03:16:17
Message: <bjr81u0f3e54pb1ftpm1kms5sp1jkkgcuq@4ax.com>
On Sat, 08 Dec 2001 19:12:06 +0100, Christoph Hormann <chr### [at] gmxde>
wrote:
> just add commas in the vectors

???

#local C=< 1 2 3 >;

works fine with 3.5
is it different with 3.1 ?

ABX
--
#declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb 1}}
union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient 0}}isosurface{ //ABX
function{_(x-2,y,1)|_((x+y)*.7,z,.1)|_((x+y+2)*.7,z,.1)|_(x/2+y*.8+1.5,z,.1)}
contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient 1}}//POV35


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From: Mike Williams
Subject: Re: how to render pov1.0 scenes with pov 3.1g
Date: 10 Dec 2001 14:39:36
Message: <BbpnZHA58QF8Ewgk@econym.demon.co.uk>

>On Sat, 08 Dec 2001 19:12:06 +0100, Christoph Hormann <chr### [at] gmxde>
>wrote:
>> just add commas in the vectors
>
>???
>
>#local C=< 1 2 3 >;
>
>works fine with 3.5
>is it different with 3.1 ?

It's not 3.1 that's the problem, it's 1.0.

In 1.0 you could have points like <1 -1 1>. Because it didn't have the
ability to evaluate the expression "1 -1", it was quite happy with there
being three values. In versions 2.0 and later "1 -1" is evaluated,
giving 0 as the result and now <1 -1 1> only has two co-ordinates.

-- 
Mike Williams
Gentleman of Leisure


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From: PeterC
Subject: Re: how to render pov1.0 scenes with pov 3.1g
Date: 12 Dec 2001 21:36:22
Message: <3c180ce0.9254573@localhost>
On Sat, 08 Dec 2001 19:12:06 +0100, Christoph Hormann
<chr### [at] gmxde> wrote:


>
>BTW, converting syntax to 3.1 is not that difficult either, just add
>commas in the vectors, replace 'composite' with 'union' and change the
>texture syntax.
>

	One could write a .pov script to read in the
old .pov file and do the replacements automatically.

Pete


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From: Warp
Subject: Re: how to render pov1.0 scenes with pov 3.1g
Date: 13 Dec 2001 05:42:16
Message: <3c188608@news.povray.org>
Pet### [at] nymaliasnetalmost wrote:
: 	One could write a .pov script to read in the
: old .pov file and do the replacements automatically.

  File reading in povray is not that versatile.
  You can read only povray elements (floats, vectors, strings, objects...),
nothing else.

-- 
#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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