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On Wed, 9 Jan 2002 07:08:19 -0500, "Chris Howie" <cra### [at] yahoocom>
wrote:
> It would still be nice if POV-Ray implemented this, though.
what is wrong with MegaPOV ?
ABX
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Nothing. But not having to download another file to use this feature would
be handy.
__________________
Chris Howie
cra### [at] yahoocom
http://winimizer.virtualave.net
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On Wed, 9 Jan 2002 07:16:28 -0500, "Chris Howie" <cra### [at] yahoocom>
wrote:
> Nothing. But not having to download another file to use this feature would
> be handy.
downloading is a nature of IT community
patches are a nature of POV community
wishes are a nature of users
;-)
ABX
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Err.. hmmm... sorry, but IMHO, it is possible with any version of POV-Ray
having gradient pattern. I've done this in the past with great success...
You only have to texture your whole scene with a gradient from white to
black, along the direction of the camera view (this may require a bit of
good and old trial&error scaling and translating the gradient). Use a
finish with ambient 1 and diffuse 0, and no lights. Simple, isn't?
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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> Err.. hmmm... sorry, but IMHO, it is possible with any version of
POV-Ray
> having gradient pattern. I've done this in the past with great success...
>
> You only have to texture your whole scene with a gradient from white to
> black, along the direction of the camera view (this may require a bit of
> good and old trial&error scaling and translating the gradient). Use a
> finish with ambient 1 and diffuse 0, and no lights. Simple, isn't?
>
If you want to get the distance to the camera you should use a spherical
pattern.
--
#local T=text{ttf"timrom.ttf""Simon Adameit".01,0}#local Y=1;#while(Y>-1)
#local X=0;#while(X<7)#local O=trace(T<X,Y><X,Y>+z);cylinder{<X-3,Y,5>*.01
<X-3,Y,5>*.01+5e-3,5e-5pigment{rgb 25*O}}#debug chr(83-(O.x=0)*51)#local
X=X+.05;#end#debug"\n"#local Y=Y-.05;#end
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On Wed, 9 Jan 2002 15:42:01 +0100, Simon Adameit wrote:
> > Err.. hmmm... sorry, but IMHO, it is possible with any version of
> POV-Ray
>> having gradient pattern. I've done this in the past with great success...
>>
>> You only have to texture your whole scene with a gradient from white to
>> black, along the direction of the camera view (this may require a bit of
>> good and old trial&error scaling and translating the gradient). Use a
>> finish with ambient 1 and diffuse 0, and no lights. Simple, isn't?
>>
>
> If you want to get the distance to the camera you should use a spherical
> pattern.
Except you really don't want the distance to the camera for stereograms.
It ends up looking funny.
--
#local R=<7084844682857967,0787982,826975826580>;#macro L(P)concat(#while(P)chr(
mod(P,100)),#local P=P/100;#end"")#end background{rgb 1}text{ttf L(R.x)L(R.y)0,0
translate<-.8,0,-1>}text{ttf L(R.x)L(R.z)0,0translate<-1.6,-.75,-1>}sphere{z/9e3
4/26/2001finish{reflection 1}}//ron.parker@povray.org My opinions, nobody else's
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Anyway, the reason that I would like it implemented in POV-Ray is so that
programs like Moray would be obligated to provide support for it.
__________________
Chris Howie
cra### [at] yahoocom
http://winimizer.virtualave.net
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> MegaPov supports this.
Yep, I just made a whole stack of stereograms. Thanks, guys. =)
__________________
Chris Howie
cra### [at] yahoocom
http://winimizer.virtualave.net
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> Err.. hmmm... sorry, but IMHO, it is possible with any version of
POV-Ray
> having gradient pattern. I've done this in the past with great success...
Sure, you CAN, but to keep the gradients consistent, you need a depth map
generator.
Not to mention that doing it that way is much longer and more challenging.
__________________
Chris Howie
cra### [at] yahoocom
http://winimizer.virtualave.net
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On Thu, 10 Jan 2002 08:51:46 -0500, "Chris Howie" <cra### [at] yahoocom>
wrote:
> Not to mention that doing it that way is much longer and more challenging.
Not exactly. With features of 3.5 (or MegaPOV) it could be done with one smart
macro.
ABX
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