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Olaf Doschke wrote:
>
> By the way I liked it too. I even rendered it, which
> I didn't managa for all entries. But as a result it only
> gave me a thin yellowish line at the edge of the groove.
>
> Does this have some version or OS dependency?
> Im using POV-Ray 3.6 for Windows.
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).
The argument of sqrt() gets negative in some areas of the isosurface and
this is handled differently on various platforms.
BTW the above change fits within the 256 chars so this should be a
non-issue. ;-)
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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> 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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