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Hey! Europe is as good a place as
anywhere else, there's no difference!
(Taking some idealism to the extrems...;)
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
> I thought Thorsten is so strange becouse he is from Europe.
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In article <3d8227fa@news.povray.org>,
"Timothy R. Cook" <tim### [at] scifi-fantasy com> wrote:
> Were there plans for a POV 3.1g when POV 3.0 came out? Or even this
> soon after 3.0 came out?
As I recall, yes. (Not 3.1g specifically, but 3.1)
I don't think POV 4.0 was planned that far back.
An update to POV 3.5 is not out of the question, there will probably be
at least a few, but they will be minor bug-fix updates like the ones
from 3.1 to 3.1g. A major release like 3.5 is unlikely.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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"ABX" <abx### [at] abx art pl> wrote in message
news:5793ou0tv62g00u8qg4tohak4uv89m3plc@4ax.com...
> I have to:
> - write mpeg port
> http://news.povray.org/povray.animations/26571/
>
Uh, you're working on an IMporter. Impressive, but not enough to make me
kiss your feet which I was about to when I thought you were making an mpeg
EXporter.
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Christopher James Huff <chr### [at] mac com> wrote in news:chrishuff-
3B0### [at] netplex aussie org
>> > environment mapping certainly isn't
>> > one of them.
>> You realy do not like env-maps, do You ;) ?
> I dislike them strongly, they only make sense for applications where
> real reflections are impossible. POV doesn't need them.
In same way - "ambient" should be removed because "it make sens only for
applications where real ambience (radiosity) is impossible".
I agree thet env-maps are needed in few scenes. _but_ they can be created
while adding more important path - functions based not only on <x,y,z> but
alsow on normal (i.e. <nx,ny,nz>) of point. How about this idea ?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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"Rafal 'Raf256' Maj" <raf### [at] raf256 com> wrote in
news:Xns### [at] 204 213 191 226
> I agree thet env-maps are needed in few scenes. _but_ they can be
> created while adding more important path - functions based not only on
> <x,y,z> but alsow on normal (i.e. <nx,ny,nz>) of point. How about this
> idea ?
probalby this will need adding new block to texture, something like
normal_dependent_pigment
because pigment data probably (not cauting transformations and color_map)
contains :
DBL (pigment_fun*)(DBL x, DBL y, DBL z)
while
DBL (pigment_fun*)(DBL x, DBL y, DBL z, DBL nx, DBL ny, DBL nz
is needed. Before writting a path I will try to simulate such pigment to
see are results worth efford
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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In article <Xns### [at] 204 213 191 226>,
"Rafal 'Raf256' Maj" <raf### [at] raf256 com> wrote:
> In same way - "ambient" should be removed because "it make sens only for
> applications where real ambience (radiosity) is impossible".
Um, no. It is much faster than radiosity, and is very useful combined
with radiosity (it certainly does make sense with radiosity). An
environment map would not be much faster than reflection, gives very
imperfect results, takes more memory...no reason to use it, many reasons
not to use it, so why add it?
> I agree thet env-maps are needed in few scenes. _but_ they can be created
> while adding more important path - functions based not only on <x,y,z> but
> alsow on normal (i.e. <nx,ny,nz>) of point. How about this idea ?
Not a new idea, in fact, a pretty old one. Intersection point, distance,
normals (raw and perturbed), ray origin and direction...
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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In article <Xns### [at] 204 213 191 226>,
"Rafal 'Raf256' Maj" <raf### [at] raf256 com> wrote:
> probalby this will need adding new block to texture, something like
>
> normal_dependent_pigment
That is about the worst possible way I can imagine to do it.
> because pigment data probably (not cauting transformations and color_map)
> contains :
> DBL (pigment_fun*)(DBL x, DBL y, DBL z)
> while
> DBL (pigment_fun*)(DBL x, DBL y, DBL z, DBL nx, DBL ny, DBL nz
>
> is needed. Before writting a path I will try to simulate such pigment to
> see are results worth efford
There are already pigments and patterns that depend on the normal, these
patches just modify the code to make the necessary information
available. There is no need to modify the syntax for such a thing, and I
can't imagine why you thought there would be.
And the actual code doesn't even slightly resemble that. Try actually
looking at the source before deciding how to add something...
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Christopher James Huff <chr### [at] mac com> wrote in
news:chr### [at] netplex aussie org
> with radiosity (it certainly does make sense with radiosity). An
> environment map would not be much faster than reflection, gives very
> imperfect results, takes more memory...no reason to use it, many
> reasons not to use it, so why add it?
the main purpose why I thinked of that - I'm creating small tutorail, and
I'm writting like - this is a sphere + normal that can be render in POV,
3dSMAX 4, etc. And compare it with this isosurface, that would not be so
easy to create in most scan-lines programs.
I wanted simmilar thing for reflection. This here is a real reflection that
we can create with POV, and here comes image of _same_ scene but with env-
map... hmmm how can I create env-map in POV ? This is the only 'category'
in with POV cannot simulate work of 'less complicate' renderers.
> Not a new idea, in fact, a pretty old one. Intersection point,
> distance, normals (raw and perturbed), ray origin and direction...
Is some path beeing wrriten currently for that ?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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In article <Xns### [at] 204 213 191 226>,
"Rafal 'Raf256' Maj" <raf### [at] raf256 com> wrote:
> I wanted simmilar thing for reflection. This here is a real reflection that
> we can create with POV, and here comes image of _same_ scene but with env-
> map... hmmm how can I create env-map in POV ? This is the only 'category'
> in with POV cannot simulate work of 'less complicate' renderers.
A scanline tracer isn't less complicated, just less realistic.
And POV can simulate it, it is just that it only allows one environment
map per scene (the sky_sphere).
> > Not a new idea, in fact, a pretty old one. Intersection point,
> > distance, normals (raw and perturbed), ray origin and direction...
>
> Is some path beeing wrriten currently for that ?
I'm working on it, though not very actively, and I'm sure others have
looked at it...it has been discussed many times on these groups as a way
to get something close to shader functionality. I think Warp was also
thinking about it.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Christopher James Huff <chr### [at] mac com> wrote in
news:chr### [at] netplex aussie org
> I'm working on it, though not very actively, and I'm sure others have
> looked at it...it has been discussed many times on these groups as a
> way to get something close to shader functionality. I think Warp was
> also thinking about it.
Interesting, btw. is it possible to assign function to any variable (like.
i.e. reflection, specular etc) ? This would be realy interesting, like
finish { reflection f_bozo specular f_crackle*0.2 + 0.8 roughness 0.02 }
etc
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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