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> Thanks for your help so far Slime, but neither of the examples you've
> suggested has hit the nail on the head as it were.
> I've included the scene below, hoping you can see the obvious thing I've
> missed... Run it to see the current syntax problem...
After attempting your code, I can see that there is definitely some sort of
problem with using the object pattern in a density block. It doesn't seem to
accept any LIST_ITEM_A/B values as "3.5.11.23 Object Pattern" in the
documentation says it should, and if you don't specify anything then it says
"missing pigment".
I'm not sure if this is intended behavior. Regardless, it can be worked
around with a pigment_pattern:
density {
pigment_pattern {object {myObject 0, 1}}
color_map {[0 rgb 0][1 rgb 1]}
}
Which allows your scene to render.
- Slime
[ http://www.slimeland.com/ ]
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"Josh" <som### [at] microsoftcom> wrote:
> density { object {myObject rgb 0 rgb 1} }
using
density { pigment_pattern { object {myObject rgb 1, rgb 0 } } }
seems to work OK.
Hope this helps,
Mike.
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> After attempting your code, I can see that there is definitely some sort
of
> problem with using the object pattern in a density block. It doesn't seem
to
> accept any LIST_ITEM_A/B values as "3.5.11.23 Object Pattern" in the
> documentation says it should, and if you don't specify anything then it
says
> "missing pigment".
Yep, thats one of the errors that made me think it was my syntax
>
> I'm not sure if this is intended behavior. Regardless, it can be worked
> around with a pigment_pattern:
>
> density {
> pigment_pattern {object {myObject 0, 1}}
> color_map {[0 rgb 0][1 rgb 1]}
> }
Ah - ha! "pigment_pattern" is a new one on me. There's so much to learn.
Thanks very much for you help it is appreciated. If you add ...
warp {
turbulence <0,3,0>
}
... to the density block, you'll see what I was attempting.
I was inspired by an image someone posted here that used media filled chess
pieces for a "Hollographic" look.
I want to try the same but have the media vaporise when the board gets shut
down. It could be a mighty cool animation.
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> Thanks very much for you help it is appreciated. If you add ...
>
> ... to the density block, you'll see what I was attempting.
>
> I was inspired by an image someone posted here that used media filled
chess
> pieces for a "Hollographic" look.
>
> I want to try the same but have the media vaporise when the board gets
shut
> down. It could be a mighty cool animation.
Cool! You should use emitting media, too (try emission 0.1), that's probably
the best way to create a holographic effect.
- Slime
[ http://www.slimeland.com/ ]
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"Slime" <fak### [at] emailaddress> wrote:
> problem with using the object pattern in a density block. It doesn't seem to
> accept any LIST_ITEM_A/B values as "3.5.11.23 Object Pattern" in the
> documentation says it should, and if you don't specify anything then it says
> "missing pigment".
Yup, I had this exact same trouble some two weeks ago. I would say it's a
bug, at least compared to documentation.
Thanks for the pigment_pattern workaround!
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I've been messing with this since I read the first few posts, and I've run
into some snags.
The snag is a POV-Ray error: "Illegal texture or patch in clip, bound, or
object pattern."
I want to make a whispy ghost.
I modified the BlobMan includes to remove all materials, textures, and
pigments, since POV would complain if even a simple object in a density
statement had pigments. That done, POV still complained, and I cannot
figure out why.
Since I don't think any textures are left in all of my Blobman, what does
the word "patch" mean in the error statement?
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I dont know about your error, but is your man appearing or is the error
preventing you from seeing the object?
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> Since I don't think any textures are left in all of my Blobman, what does
> the word "patch" mean in the error statement?
Since the three things that the error is for all require an object to have a
well defined inside or outside, I imagine a patch in this case is any object
(such as a bicubic patch) which doesn't have an inside or outside, and is
just a surface. This could also include parametric objects or meshes.
- Slime
[ http://www.slimeland.com/ ]
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> I dont know about your error, but is your man appearing or is the error
> preventing you from seeing the object?
The error occurs before rendering starts.
While leaving a potential bug or misunderstanding without resolving it
isn't usually something I do, I've decided that I'm just going to make my
own approximation to a human, using merged sphered in Moray. If it's just
going to be a whispy ghost, it doesn't have to look very good when solid.
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> The error occurs before rendering starts.
> While leaving a potential bug or misunderstanding without resolving it
> isn't usually something I do, I've decided that I'm just going to make my
> own approximation to a human, using merged sphered in Moray. If it's just
> going to be a whispy ghost, it doesn't have to look very good when solid.
You might be hitting the same problem I had. Heres the code I used. Note
that the sphere is much bigger than the Knight object and this gives it room
to be turbulated. The Knight object was just a simple CSG object.
#declare myObject = object { Knight rotate <0,-45*2,0> };
sphere {
<0,0,0>,
10
scale <1,2,1>
texture { pigment { Clear } }
//texture { pigment { rgbt <1,0,0,1> } }
hollow
interior {
media {
emission rgb (White*.5) //.3
scattering {1, 3}
intervals 15 // default is 10
samples 1,10 // default is 1,1
method 3 // 3 was the default to be used
density {
pigment_pattern {object {myObject 0,
1}}
color_map {[0 rgb 0][1 rgb 1]}
warp {
turbulence <0,0,0>
}
}
}
}
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