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In article <38C16C53.6D8A84BF@pacbell.net>, lin### [at] povrayorg
wrote:
> Chris Huff wrote:
>
> > Isosurfaces, which are shapes defined by an arbitrary equation.
>
> What happens if you feed it specific equations ?
It will render the shape that that equation produces.
What I meant was that you didn't have to give it values for a specific
type of equation, like a the poly object requires. You can use nearly
any equation. As a bonus, you often get faster rendering than with
objects like superellipsoid or poly.
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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On Sat, 4 Mar 2000, Bob Hughes wrote:
> ftp://ftp.povray.org/pub/povray/Unofficial/MegaPOV/htmldocs.zip
>
> That html file (~200KB) can give you about the best idea of what all is there,
> otherwise you will no doubt get a scattered representation if people say what is
> in it.
>
> Bob
Hrmmmm ok......(fires up ftp)
thanx
:)
> <cre### [at] belialrenonvus> wrote in message
> news:Pin### [at] belialrenonvus...
> |
> |
> | On Fri, 3 Mar 2000, Greg M. Johnson wrote:
> |
> | > Take the dive! Go for mega 0.4........
> |
> | MegaPOV? heard of it....whats it's features?
> |
> | >
> | > cre### [at] belialrenonvus wrote:
> | >
> | > > Cool :) It looks like a great place to learn new stuff about
> | > > POVRAY.......pondering wether I should upgrade from 3.1e to 3.1g
> | >
> | >
> | >
> | >
> | >
> |
>
>
>
>
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On Sat, 4 Mar 2000, Chris Huff wrote:
> In article
> <Pin### [at] belialrenonvus>,
> <cre### [at] belialrenonvus> wrote:
>
> > On Fri, 3 Mar 2000, Greg M. Johnson wrote:
> >
> > > Take the dive! Go for mega 0.4........
> >
> > MegaPOV? heard of it....whats it's features?
>
> There are too many to list here, but the biggest and most important
> ones(in my opinion, anyway) are:
>
> Isosurfaces, which are shapes defined by an arbitrary equation.
Ummmm ok :)
> Photon mapping, which simulates the way light bounces around the scene
> through refraction and reflection. This allows you to have real caustics
> and lenses which actually focus light.
Now THIS is cool stuff!!
> Radiosity improvements. Many of the bugs and restrictions of the
> official version's radiosity have been removed, and the result is
> faster, better quality, and easier to use radiosity.
nifty!
> Media sampling methods. There are two additional ways of sampling media.
> These can give better results with fewer samples, which means better
> media with much faster rendering.
I've heard about media but to my (semi?:) eternal shame I haven't even
read POVrays docs on media yet...I know it can do cool stuff...
> There is a (complete?) list here: http://nathan.kopp.com/patched.htm
Isn't that the guy who wrote those lens flare plugins for Moray (I d/l it
to try it (Moray that is :)...now I use it for it's awesome texture
editor....well material editor I should say......man POVRAY sure gives me
heck when I try and combine my inc file with borrowered materials from
Moray and textures from the textures.inc file :)
> --
> Chris Huff
> e-mail: chr### [at] yahoocom
> Web page: http://chrishuff.dhs.org/
>
>
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In article
<Pin### [at] belialrenonvus>,
<cre### [at] belialrenonvus> wrote:
> > Isosurfaces, which are shapes defined by an arbitrary equation.
>
> Ummmm ok :)
I did a bad job of explaining that, sorry. The isosurface object takes
an equation and a threshold value, and creates the surface from all the
points where the equation is equal to the threshold. The surface of the
shape is like a skin stretched over the areas of higher density(or lower
density, depending on how you set it up). As an example, the equation
for a unit sphere is "sqrt(sqr(x) + sqr(y) + sqr(z)) - 1". So an
isosurface sphere would be:
isosurface {
function {sqrt(sqr(x) + sqr(y) + sqr(z)) - 1}
threshold 0 // This tells it to place the surface at points
// where the value of the equation is 0
}
> I've heard about media but to my (semi?:) eternal shame I haven't even
> read POVrays docs on media yet...I know it can do cool stuff...
It is basically a way of simulating atmospheric effects like smoke,
steam, fire, fog...(there is a separate "fog" feature, but it behaves
differently. For example, it doesn't interact with lights, and shadows
don't show in it.)
> Isn't that the guy who wrote those lens flare plugins for Moray (I d/l it
> to try it (Moray that is :)...now I use it for it's awesome texture
> editor....well material editor I should say......man POVRAY sure gives me
> heck when I try and combine my inc file with borrowered materials from
> Moray and textures from the textures.inc file :)
Nathan Kopp? He is the one managing MegaPOV. He is also the one who
wrote the improvements to the radiosity, the third media sampling
method, and the photon mapping feature. :-)
I'm not sure about Moray plugins(I don't use Moray, I don't even use the
same platform), but he has done lens flare include files...
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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On Sat, 4 Mar 2000, Chris Huff wrote:
> In article
> <Pin### [at] belialrenonvus>,
> <cre### [at] belialrenonvus> wrote:
>
> > > Isosurfaces, which are shapes defined by an arbitrary equation.
> >
> > Ummmm ok :)
>
> I did a bad job of explaining that, sorry. The isosurface object takes
> an equation and a threshold value, and creates the surface from all the
> points where the equation is equal to the threshold. The surface of the
> shape is like a skin stretched over the areas of higher density(or lower
> density, depending on how you set it up). As an example, the equation
> for a unit sphere is "sqrt(sqr(x) + sqr(y) + sqr(z)) - 1". So an
> isosurface sphere would be:
> isosurface {
> function {sqrt(sqr(x) + sqr(y) + sqr(z)) - 1}
> threshold 0 // This tells it to place the surface at points
> // where the value of the equation is 0
> }
>
Ahhh ok......
>
> > I've heard about media but to my (semi?:) eternal shame I haven't even
> > read POVrays docs on media yet...I know it can do cool stuff...
>
> It is basically a way of simulating atmospheric effects like smoke,
> steam, fire, fog...(there is a separate "fog" feature, but it behaves
> differently. For example, it doesn't interact with lights, and shadows
> don't show in it.)
Hrmmm I definatly will have to check that stuff out....d/l Mega POV btw,
NEAT lens effects! I think I'll install POVRAY in another directory and
place MegaPOV there...this way I can have two set if include files..but
this is VERY cool I wonder if that new version of POVRAY I've heard Ken
whisper about :) (3.5) will have photon mapping?
>
> > Isn't that the guy who wrote those lens flare plugins for Moray (I d/l it
> > to try it (Moray that is :)...now I use it for it's awesome texture
> > editor....well material editor I should say......man POVRAY sure gives me
> > heck when I try and combine my inc file with borrowered materials from
> > Moray and textures from the textures.inc file :)
>
> Nathan Kopp? He is the one managing MegaPOV. He is also the one who
> wrote the improvements to the radiosity, the third media sampling
> method, and the photon mapping feature. :-)
>
> I'm not sure about Moray plugins(I don't use Moray, I don't even use the
> same platform), but he has done lens flare include files...
Yeah.....well I seem to recall a plugin called Nathan Kopp plugins....but
I don't use Moray a whole lot except for well.....textures
>
> --
> Chris Huff
> e-mail: chr### [at] yahoocom
> Web page: http://chrishuff.dhs.org/
>
>
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cre### [at] belialrenonvus wrote:
> Hrmmm I definatly will have to check that stuff out....d/l Mega POV btw,
> NEAT lens effects! I think I'll install POVRAY in another directory and
> place MegaPOV there...this way I can have two set if include files..but
> this is VERY cool I wonder if that new version of POVRAY I've heard Ken
> whisper about :) (3.5) will have photon mapping?
Let's just say that many of the features available in MegaPov will also
be in POV-Ray v3.5. The POV-Team however never discloses exactly what
will make the cut and what will not until it is actually released. I
strongly suspect that photon mapping will make the cut but that is my
own opinion and not that of the POV-Team.
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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On Sat, 4 Mar 2000, Ken wrote:
>
>
> cre### [at] belialrenonvus wrote:
>
> > Hrmmm I definatly will have to check that stuff out....d/l Mega POV btw,
> > NEAT lens effects! I think I'll install POVRAY in another directory and
> > place MegaPOV there...this way I can have two set if include files..but
> > this is VERY cool I wonder if that new version of POVRAY I've heard Ken
> > whisper about :) (3.5) will have photon mapping?
>
> Let's just say that many of the features available in MegaPov will also
> be in POV-Ray v3.5. The POV-Team however never discloses exactly what
> will make the cut and what will not until it is actually released. I
> strongly suspect that photon mapping will make the cut but that is my
> own opinion and not that of the POV-Team.
Understood :)
> --
> Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
>
>
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THat is like trying to buy something specific in a general store.
Ken wrote:
>
> Chris Huff wrote:
>
> > Isosurfaces, which are shapes defined by an arbitrary equation.
>
> What happens if you feed it specific equations ?
>
> <g>
>
> --
> Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
--
Mr. Art
"Often the appearance of reality is more important
than the reality of the appearance."
Bill DeWitt 2000
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