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> Interesting - if you replace the sqrt(...) in the isosurface with
> sqrt(max(0,...)) it should work reliably with all versions (but is slow as
> hell for some reason).
I'll test that later.
Then it must be <0 allmost all the time,
as all I get is that line at the edge,
the rest is black. (groove and sky!).
Bye, Olaf.
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> Interesting - if you replace the sqrt(...) in the isosurface with
> sqrt(max(0,...)) it should work reliably with all versions (but is slow
> as hell for some reason).
true and (true).
Bye, Olaf.
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> How about the comments from professional artists you were planning to
> have. Did you have trouble finding people interested in reviewing the
> images or is there a different reason why this has been cancelled?
Rather mundane reason I'm afraid ... as it turned out I was rather busy
during the competition period, two overseas trips, organised/ran a
conference, arranging course material (one on using POVRay for scientific
visualisation), and other miscellaneous activities. In all it meant I
didn't get everything I wanted done for SCC4.
-------------------------------------
P a u l B o u r k e
http://local.wasp.uwa.edu.au/~pbourke/
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> Interesting - if you replace the sqrt(...) in the isosurface with
> sqrt(max(0,...)) it should work reliably with all versions (but is slow
> as hell for some reason).
In general, somewhere before version 3.6, isosurface{} and parametric{}
started taking MUCH longer to render than earlier.
As far as the sqrt of negative numbers is concerned ... I use Linux and Mac
OS-X and neither had problems, I suspect it it their use of the IEEE
libraies which hande those exceptions very well, I don't think MS/compilers
do so as well.
-------------------------------------
P a u l B o u r k e
http://local.wasp.uwa.edu.au/~pbourke/
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"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:4582876c$1@news.povray.org...
> BTW my personal favourite is #3 - not very spectacular but nicely designed
> and 'very raytraced'.
That was my favourite too. Very clean looking and nice use of subtle
radiosity :)
Gotta say I'm surprised my bear made the top 5, I thought it looked a bit
crap!
--
Tek
http://evilsuperbrain.com
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Tek wrote:
>
> Gotta say I'm surprised my bear made the top 5, I thought it looked a bit
> crap!
Well - the lighting looks improvable (although difficult with zero
characters remaining) but technically it is pretty neat.
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.imagico.de/ (Last updated 15 Oct. 2006)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
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Paul Bourke wrote:
>
> In general, somewhere before version 3.6, isosurface{} and parametric{}
> started taking MUCH longer to render than earlier.
I can't really confirm that. Could you give an example (for isosurface
- parametric is a completely different issue)?
The slowdown due to the max() function in this case is really extreme
though - but i doubt this is different in 3.5.
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.imagico.de/ (Last updated 15 Oct. 2006)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
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Tek wrote:
> "Christoph Hormann" <chr### [at] gmx de> wrote in message
> news:4582876c$1@news.povray.org...
>
>>BTW my personal favourite is #3 - not very spectacular but nicely designed
>>and 'very raytraced'.
>
>
> That was my favourite too. Very clean looking and nice use of subtle
> radiosity :)
>
> Gotta say I'm surprised my bear made the top 5, I thought it looked a bit
> crap!
>
The rich colors and strong chariscuro are attractive to the eye. There
is a strong sense of much accomplished with little code. My main
problem with it was that I had to be quite forgiving to get an illusion
of a fuzzy toy. But I'd hardly call it crap :0
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"Jim Charter" <jrc### [at] msn com> wrote in message
news:458432d7$1@news.povray.org...
> The rich colors and strong chariscuro are attractive to the eye. There is
> a strong sense of much accomplished with little code. My main problem
> with it was that I had to be quite forgiving to get an illusion of a fuzzy
> toy. But I'd hardly call it crap :0
Yeah, it's more spiney than fuzzy!
And thanks for your support :) I was hoping the emotional & character
content of the piece would come through despite the limitations, and I
figured I'd enter it since I didn't expect many pieces would have characters
in them.
--
Tek
http://evilsuperbrain.com
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