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Chambers wrote:
> In reviewing that thread (which was fun while we did it :) ), I think
> the biggest problem was that the changes posted were too tame.
Actually, I think the biggest problem was that the scene got
too complex too early. Quickly grabbing the scene, making a
small modification, and reposting the new version is only
possible when the render time stays short (there could be
a progression of ping pong phases from basic design over
more complex geometry to texturing and finally lighting).
Also, it may be better to exclude additions of external files
such as mesh objects, which make the scene unwieldy and parts of
the scene no longer editable in a practical manner for most users.
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> Maybe what we need is a goal, instead of throwing random
> changes in :)
How about a room/house/big place that we can then navigate
like Myst? :)))
http://stuff.povaddict.com.ar/pov/cube.htm
(warning: crappy slow Java applet)
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"Christian Froeschlin" <chr### [at] chrfrde> wrote in message
news:47e81d82@news.povray.org...
> Chambers wrote:
>
>> In reviewing that thread (which was fun while we did it :) ), I think the
>> biggest problem was that the changes posted were too tame.
>
> Actually, I think the biggest problem was that the scene got
> too complex too early. Quickly grabbing the scene, making a
> small modification, and reposting the new version is only
> possible when the render time stays short (there could be
> a progression of ping pong phases from basic design over
> more complex geometry to texturing and finally lighting).
>
> Also, it may be better to exclude additions of external files
> such as mesh objects, which make the scene unwieldy and parts of
> the scene no longer editable in a practical manner for most users.
Al,ost like the short code contest?
I see the slow rendering media scene I posted now was a bit of a problem.
Maybe we should choose a benchmark scene from Pov Ray's standard scenes. The
scene posted shouldn't render longer than the benchmark scene.
--
-Nekar Xenos-
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Christian Froeschlin wrote in message <47e81d82@news.povray.org>:
> Actually, I think the biggest problem was that the scene got
> too complex too early. Quickly grabbing the scene, making a
> small modification, and reposting the new version is only
> possible when the render time stays short
Maybe using some revision control system could help in that regard.
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Nekar Xenos escribió:
> I've posted what I would like to start with to p.b.i.
Okay, let's add a new "rule": If the thread dies for a while, somebody
please start over with a new scene!
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"Nicolas Alvarez" <nic### [at] gmailisthebestcom> wrote in message
news:47ec56d8@news.povray.org...
>> I've posted what I would like to start with to p.b.i.
>
> Okay, let's add a new "rule": If the thread dies for a while, somebody
> please start over with a new scene!
Feel free. mine was too hectic I think.
--
-Nekar Xenos-
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Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:
> Anyone interested in some teamwork? :) I think it would be interesting
> to gather a bunch of people to work on a single image.
.....
> Post further teamwork ideas here.
I've always liked this idea, but it is perhaps the
quintessential example of "easier said than done".
(OK, so "Let's just all get along," nudges it out
of first place.) ;-)
The challenge from my point of view, is to define
a project in such a way that each individual
contributor has a real opportunity for original
creative expression while giving the project enough
of a specific goal (a la Nicolas Alvarez's suggestion)
to have all of the work amount to something.
Here's a basic plan I've come up with. I'd like to find
out what kind of interest there might be in it before
putting several hours work into it. You'll notice that
a lot of the work is assigned to a guy named MUSEV.
MUSEV = Me Unless Somebody Else Volunteers.
Well.. Here goes:
1. Get general agreement on ONE scene that allows for a
wide variety of interesting and challenging objects to
be inserted. Two starter ideas are:
A. The Alchemist's Workshop: Lot's of shelves, tables,
cabinets, etc. on to which place various objects
both historically accurate and fanciful.
B. Silk Road Bazaar: (a BIGGER project) Exotic objects
from across the ancient world on sale in an elaborate
outdoor setting.
Other ideas are, of course, welcome, but it is ESSENTIAL that
we pick ONE as the first real step forward.
2. MUSEV creates a "bare bones" scene with a specific scale
(i.e. 1 = 1 meter) where simple CSG objects with labels mark
the places where objects can be put and default camera settings
to be used for the base image. After a few revisions based on
suggestions from the collaborators, this basic layout becomes
"fixed".
3. MUSEV develops THREE (not 5, 11 or 31) options for lighting,
radiosity, media, etc. called something like "quick", "medium",
and "final" so that contributors can develop their objects under
the SAME lighting conditions that will be used in the final image.
("No, really, it WASN'T a fuzzy grey blob in my test render!)
This is a task for which a volunteer with better than average
skills at working with media and radiosity would be much
appreciated. I'm no expert in this area.
4. Contributors receive this "base file" to use in developing
their objects. An "IMAGEKEEPER" (MUSEV) takes offers for
SPECIFIC contributions. I.e. "I'd like to put an astrolabe
of n*n*n meters (l*w*h)on the northeast corner of Table B."
Upon accepting an offer, the Imagekeeper adds a simple CSG
place holder to a "reference image" that contributors can
view online to see what's being worked on and what empty places
need to be filled.
In this way, the image can continue to develop into something
better and better.
Well.. Any takers? Ideas?
Thanks in advance for all replies.
Best Regards,
Mike C.
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Mike the Elder wrote:
<snip>
>
> Well.. Any takers? Ideas?
>
Sounds pretty good to me.
I like the Alchemists workshop as I've been thinking about doing an
Unseen University scene for some time now, and this comes close enough
to make me work on both (seeding ideas from one to the other)
John
--
I will be brief but not nearly so brief as Salvador Dali, who gave the
world's shortest speech. He said, "I will be so brief I am already
finished," then he sat down.
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Doctor John <doc### [at] gmailcom> wrote:
> Mike the Elder wrote:
> <snip>
> >
> > Well.. Any takers? Ideas?
> >
>
> Sounds pretty good to me.
> I like the Alchemists workshop as I've been thinking about doing an
> Unseen University scene for some time now, and this comes close enough
> to make me work on both (seeding ideas from one to the other)
>
> John
Well, this *IS* a blinkin' co-inky-dink. I was thinking I could do double duty
and develop items for the role playing game "Choir Invisible" I've been
planning to develop for half of forever. (I even own the domain name
choirinvisible.net - nothing to see there yet).
..... "That's odd... All the tickets to the Alumni Dinner were sold, but the
place
seems to be empty!" ;)
Best Regards.
_ _ _ _ _.
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Mike the Elder wrote:
>
> Well, this *IS* a blinkin' co-inky-dink. I was thinking I could do double duty
> and develop items for the role playing game "Choir Invisible" I've been
> planning to develop for half of forever.
Can I alpha and beta test it? Pretty please :-)
John
--
I will be brief but not nearly so brief as Salvador Dali, who gave the
world's shortest speech. He said, "I will be so brief I am already
finished," then he sat down.
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