POV-Ray : Newsgroups : povray.general : Blender Vs PovRay Server Time
31 Oct 2024 21:22:51 EDT (-0400)
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From: Dan Connelly
Subject: Re: Blender Vs PovRay
Date: 26 Oct 2008 13:52:55
Message: <4904ae77@news.povray.org>
Nicolas George wrote:
> For example, consider the following code:
> 
> #local n = 10;
> #local t = 0;
> #while(t < 1)
>   #local t = t + 1/n;
> #end
> 

Well, t's a a reserved identifier, but otherwise....

If you change it count from 0 to "< 10" in increments of 1 (ie in integers), it's
fine.

Dan


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From: Nicolas Alvarez
Subject: Re: Blender Vs PovRay
Date: 26 Oct 2008 14:02:09
Message: <4904b0a1@news.povray.org>
Dan Connelly wrote:
> If you change it count from 0 to "< 10" in increments of 1 (ie in
> integers), it's fine.

Yes, that's exactly the point. Use integers instead of floats.


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From: Janet
Subject: Re: Blender Vs PovRay
Date: 28 Oct 2008 20:50:00
Message: <web.4907b2b2320575a46670cae90@news.povray.org>
stbenge <THI### [at] hotmailcom> wrote:
> #declare native_motif=
> pigment{
>   gradient y triangle_wave
>   #declare V=0;
>   #while(V<1)
>    translate y*.75
>    rotate z*45.2
>    //rotate -z*45.1
>    scale .98
>    warp{repeat x*5 flip x}
>    #declare V=V+1/100;
>   #end
>   scale .1
> }


I just want to say this is so much fun to play around with. Thanks for sharing
it.

Janet


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From: Stephen
Subject: Re: Blender Vs PovRay
Date: 29 Oct 2008 08:10:00
Message: <web.490851d4320575a4208d05c80@news.povray.org>
"Janet" <par### [at] attnet> wrote:

>
> I just want to say this is so much fun to play around with. Thanks for sharing
> it.
>

My mother would have given her eye teeth for a pattern generator like this. I
can see her using it for Fair Isle jumpers.

Stephen


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From: Darren New
Subject: Re: Blender Vs PovRay
Date: 29 Oct 2008 12:48:53
Message: <490893f5@news.povray.org>
Stephen wrote:
> My mother would have given her eye teeth for a pattern generator like this.

Now that you mention it, I think I've found the basis of a macro for my 
walk-thru castle's tapestries. :-)


-- 
Darren New / San Diego, CA, USA (PST)


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From: stbenge
Subject: Re: Blender Vs PovRay
Date: 29 Oct 2008 14:37:35
Message: <4908ad6f$1@news.povray.org>
Janet wrote:
> 
> I just want to say this is so much fun to play around with. Thanks for sharing
> it.
> 
> Janet

Your welcome :)

Sam


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From: stbenge
Subject: Re: Blender Vs PovRay
Date: 29 Oct 2008 14:40:51
Message: <4908ae33$1@news.povray.org>
Stephen wrote:
> "Janet" <par### [at] attnet> wrote:
> 
>> I just want to say this is so much fun to play around with. Thanks for sharing
>> it.
>>
> 
> My mother would have given her eye teeth for a pattern generator like this. I
> can see her using it for Fair Isle jumpers.
> 
> Stephen

Eye teeth? Are those little stones you put into your teeth? If so, I 
thought Kim Stanley Robinson came up with that...

Oh, I just remembered why I didn't post this pattern before. Your 
message reminded me that I once had plans to generate textile patterns 
with the hopes of selling them, using this generator. Oh well, maybe one 
of you can do it ;)

Sam


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From: Stephen
Subject: Re: Blender Vs PovRay
Date: 29 Oct 2008 15:30:00
Message: <web.4908b850320575a412258d5e0@news.povray.org>
stbenge <THI### [at] hotmailcom> wrote:

>
> Eye teeth? Are those little stones you put into your teeth? If so, I
> thought Kim Stanley Robinson came up with that...
>

LOL, Your eye teeth are your canine teeth and those gem stones are an African
thing to show your wealth.

> Oh, I just remembered why I didn't post this pattern before. Your
> message reminded me that I once had plans to generate textile patterns
> with the hopes of selling them, using this generator. Oh well, maybe one
> of you can do it ;)
>


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From: kike
Subject: Re: Blender Vs PovRay
Date: 30 Oct 2008 06:25:01
Message: <web.49098ab4320575a4519bbb570@news.povray.org>
> // Code
> // render with +w500 +h500
>
> global_settings{assumed_gamma 2.2}
>
> #default{finish{ambient 1}}
>
> camera{
>   orthographic
>   right x*2 up y*2
>   location -z*100 look_at 0
> }
>
> #declare native_motif=
> pigment{
>   gradient y triangle_wave
>   #declare V=0;
>   #while(V<1)
>    translate y*.75
>    rotate z*45.2
>    //rotate -z*45.1
>    scale .98
>    warp{repeat x*5 flip x}
>    #declare V=V+1/100;
>   #end
>   scale .1
> }
>
> plane{z,-1
>   pigment{
>    native_motif
>    color_map{[0 rgb 0][.5 rgb<.5,.3,.1>][1 rgb 1]}
>   }
> }
>

This was exactly what I was talking about... well, I didnt expected something as
beautiful as this!!! it is incredible!!! Congratulations.

Well, at this point I have to say that I have discovered two promissing ways in
Blender to improve its not-so-good textures generator. One is to use nodes
(still dont know exactly what it is). The other way is that you can program
things in phyton, still dont know if you can program textures...

I will probably try with nodes, but I wont with Phyton. I have too many
programation languages in my head. Dont want another one!!!!

We'll always have PovRay!


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From: nemesis
Subject: Re: Blender Vs PovRay
Date: 15 Nov 2008 20:57:09
Message: <491f7df5$1@news.povray.org>
stbenge wrote:
> Everything hinges on that darned GUI! The developers have to find ways 
> to incorporate new features into the program without making the GUI a 
> difficult monstrosity to contend with. More procedurals would be nice, 
> and wouldn't add unnecessary clutter.

OTOH, seems like Blender is getting node-based textures, so 
textures-inside-textures is now possible. :)

http://www.blendernation.com/2008/11/13/new-feature-in-development-texture-nodes/
http://www.blendernation.com/wp-content/uploads/2008/11/manual-part-iv-texture-node-example.png

I don't have a problem with Blender's GUI, but then, it's the only 3D 
editor I know.  What I like about it the most is all the keyboard 
shortcuts, so that I hardly use the mouse to do anything other then mesh 
editing.


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