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From: Hugo
Subject: POV-Ray modeler and animation system: testers wanted
Date: 1 Jul 2006 17:19:23
Message: <44a6e6db@news.povray.org>
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Hello all,
I posted a message on this news server a couple of months ago telling
about a POV-Ray dedicated modeler and animation system that I am
developing. For those who haven't saw the post the application
highlights are:
- Native animation support
- Native POV-Ray SDL import capability (see
http://www.bishop3d.com/ParserDetails.htm for an example)
- Full integration with POV-Ray
Some really nice guys volunteered to help me with the preliminary tests
and the project progressed well in the last months.
As far as I can tell from the feedback I obtained so far, the main issue
now is the CSG evaluation performance and the application seems pretty
stable.
On the other hand I could never hear from some testers after the first
contact e-mail, which leads me to suspect that the application may have
not performed very well on their systems.
I'm looking for more people interested in testing the modeler so I can
start to think about a public beta release.
More informations on the application web site: http://www.bishop3d.com
If you are interested please contact me and I'll send you the download link.
Thanks,
Hugo.
hug### [at] yahoocombr
--
From a certain point onward there is no longer any turning back.
That is the point that must be reached.
Franz Kafka
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From: Warp
Subject: Re: POV-Ray modeler and animation system: testers wanted
Date: 2 Jul 2006 02:24:17
Message: <44a76691$1@news.povray.org>
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Hugo wrote:
> - Native POV-Ray SDL import capability (see
> http://www.bishop3d.com/ParserDetails.htm for an example)
Not supporting meshes is a huge drawback, given that it's one
of the most used primitives in the world. Also they are rather easy
to parse (at least if there are no # directives nor anything else
strange involved) and create. The only difficulty when parsing a mesh
(vs. a mesh2) is how to join identical vertices into one (using a
weighted binary tree or a proper hash table will make it efficient).
Preserving the order of transformations and textures should be
rather trivial to implement, so I recommend doing that too. It's not
nice to have a scene destroyed because the program cannot preserve
this order.
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From: Hugo
Subject: Re: POV-Ray modeler and animation system: testers wanted
Date: 2 Jul 2006 15:17:28
Message: <44a81bc8@news.povray.org>
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Warp wrote:
> Not supporting meshes is a huge drawback, given that it's one
> of the most used primitives in the world.
Hi Warp,
As you said, parsing a mesh or mesh2 object is very easy (I've already
implemented it). The tricky part is to design the dialogs to effectively
edit the meshes within the modeler as each triangle of the meshes can be
individually texturized. But that is not an impenetrable obstacle, and
I am working on the support for mesh and mesh2 objects.
> Preserving the order of transformations and textures should be
> rather trivial to implement, so I recommend doing that too. It's not
> nice to have a scene destroyed because the program cannot preserve
> this order.
You are right, but this is still a work in progress. Each day the
re-exported scenes look more and more like the original ones and
eventually I'll have all those things sorted out (hopefully).
Regards,
Hugo.
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From: Nekar
Subject: Re: POV-Ray modeler and animation system: testers wanted
Date: 3 Jul 2006 01:39:02
Message: <44a8ad76@news.povray.org>
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Great stuff! i see it supports bicubic patches! =)
Hopefully this with be the end of my search for a patch modeller.
--
-Nekar Xenos
"The truth is out there"
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From: Warp
Subject: Re: POV-Ray modeler and animation system: testers wanted
Date: 3 Jul 2006 05:06:26
Message: <44a8de12@news.povray.org>
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Nekar wrote:
> Great stuff! i see it supports bicubic patches! =)
> Hopefully this with be the end of my search for a patch modeller.
You mean http://www.jpatch.com/ does not fill your needs?
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From: Nekar
Subject: Re: POV-Ray modeler and animation system: testers wanted
Date: 3 Jul 2006 06:47:38
Message: <44a8f5ca@news.povray.org>
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"Warp" <war### [at] tagpovrayorg> wrote in message
news:44a8de12@news.povray.org...
> Nekar wrote:
>> Great stuff! i see it supports bicubic patches! =)
>> Hopefully this with be the end of my search for a patch modeller.
>
> You mean http://www.jpatch.com/ does not fill your needs?
I still need to get to know JPatch better, I haven't had much time to figure
it out lately. The only intuitive patch modeller I've come across is Rhino,
and my 24 saves have all been used up. Maybe this one will be more intuitive
because it's based on Pov..?
--
-Nekar Xenos
"The truth is out there"
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