POV-Ray : Newsgroups : povray.general : Flocking Server Time
5 May 2024 08:17:04 EDT (-0400)
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From: Stephen
Subject: Re: Flocking
Date: 5 Jul 2016 11:33:30
Message: <577bd34a$1@news.povray.org>
On 7/5/2016 2:49 PM, Doctor John wrote:
> On 05/07/16 14:23, Bald Eagle wrote:
> <snip>
>>
>> {Embrace the command-line, Stephen   ;) }
>>
>>
> Whilst I agree with your sentiment, I have to say that that is not going
> to happen until Microsoft releases its source code.
>

Whilst I agree in principle that old skills should not be lost.
I cannot remember the last time I had to knap a flint knife.

But if you can't keep up, stick to what you all know. ;)


-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Flocking
Date: 6 Jul 2016 02:50:16
Message: <577caa28$1@news.povray.org>
On 5-7-2016 15:23, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>
>> It is time to move on from Bishop3D. Bye bye old scenes.
>>
>> Back to learning Blender.
>
> I have recently discovered, though not yet had enough free, round tuits, to try
> -

That is the eternal problem we all struggle with ;-)

>
> Breeze designer:
> http://www.breezedesigner.com/breeze/download.aspx

Goodness! in the 1990's that was the very first modelling program I 
discovered, which brought me to POV-Ray in the first place, and before I 
discovered Moray.

>
> Lionsnake modeler:
> http://evilsnack.byethost22.com/lionsnake.htm?ckattempt=2

Never got round to that one.

>
> (just to throw this in here)
> Arabeske:
> http://www.wozzeck.net/arabeske/manual-export/povray-export.html

That is one I use once in a while for tiled surfaces.

>
> Plus there's the recently posted Infinity 3D modeler.

To be kept under scrutiny.

>
> Maybe we ought to start a new thread to post links to POV-Ray compatible
> utilities, as I am sure there are quite a few broken links, and always new
> things to be discovered!

Not a bad idea.

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Flocking
Date: 6 Jul 2016 02:53:30
Message: <577caaea$1@news.povray.org>
On 2-7-2016 1:10, Anthony D. Baye wrote:
> Can anybody give ideas for a process which would simulate flocking?
>
> Something like you might use on a diorama.
>

Another technique which might be very successful in this context would 
be the use of eval_pigment() in combination with trace(), to place 
objects on a height_field or an isosurface.

-- 
Thomas


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From: Doctor John
Subject: Re: Flocking
Date: 6 Jul 2016 07:41:22
Message: <577cee62@news.povray.org>
On 05/07/16 14:23, Bald Eagle wrote:
> 
> I have recently discovered, though not yet had enough free, round tuits, to try
> -

Pop over to p.b.i for an unlimited supply

John
-- 
It's not about bravery.
It's about doing what I need to do to win


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From: Bald Eagle
Subject: Re: Flocking
Date: 6 Jul 2016 08:00:00
Message: <web.577cf225706bc7425e7df57c0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> Another technique which might be very successful in this context would
> be the use of eval_pigment() in combination with trace(), to place
> objects on a height_field or an isosurface.

Thomas,
I had been thinking about trying this method, recalling that several folks were
exhibiting quite impressive results with plants and other items, but was unable
to find any documentation or sample code to get me started.

Could you provide a pointer, link, or a few key code snippets to show the
basics?  I think this is a powerful method that a lot of people could use to
make better scenes, faster, if there was some quick-start code readily
available.

{Maybe put it in a new thread with eval_pigment in the title for future
searches?}

Thanks!


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From: Bald Eagle
Subject: Re: Flocking
Date: 6 Jul 2016 08:25:01
Message: <web.577cf77e706bc7425e7df57c0@news.povray.org>
Doctor John <j.g### [at] gmailcom> wrote:
> On 05/07/16 14:23, Bald Eagle wrote:
> > I have recently discovered, though not yet had enough free, round tuits, to try

> Pop over to p.b.i for an unlimited supply
> John

That looks good for getting some of my VISIO drawings done - since it's 2D.
:P

And there was only ONE there.   :O

I do believe the POV-Ray community is crying out in anguish for an infinite
supply of true 3D raytraced, ambient-occluded, richly textured and micronormaled
Round Tuits <cue singing angels>.

{In the beginning there was the Holy Trinity, "David Kirk Buck", "Aaron A.
Collins", and "Alexander Enzmann".  Together, they proclaimed in a loud voice,
"Let there be the Ray."  And it was, and it traced the Void, which prior to its
Great Rendering was without Primitives or Textures.  And they gazed upon this
new wonder, and said "This is good."  Thereafter they created Users, to whom
they granted gifts and said to them, "Lo, behold what we have given you - go
forth and create your own Scenes, to further embellish this Great Coordinate
Space and further exalt and celebrate the Light which is POV-Ray."

Legend has it, that in those First Days, the POV-Team coded in a lush green
garden with bubbling fountains and fragrant fruit trees, where in the center,
they had access to the Most Holy and unique Spherical-Tuit.
Then came the Great Destroyer, which they named Taxation, and they were banished
from their paradise and were forced into isolation in tiny cells and were
required to perform endless mundane tasks called "jobs", and so scratch out a
living by the sweat of their brows.}

:(

Thus endeth this reading of The Documentation.





p.s.   Hope you are having an excellent summer and staying in good health


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From: Thomas de Groot
Subject: Re: Flocking
Date: 6 Jul 2016 09:23:44
Message: <577d0660@news.povray.org>
On 6-7-2016 13:57, Bald Eagle wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>
>> Another technique which might be very successful in this context would
>> be the use of eval_pigment() in combination with trace(), to place
>> objects on a height_field or an isosurface.
>
> Thomas,
> I had been thinking about trying this method, recalling that several folks were
> exhibiting quite impressive results with plants and other items, but was unable
> to find any documentation or sample code to get me started.
>
> Could you provide a pointer, link, or a few key code snippets to show the
> basics?  I think this is a powerful method that a lot of people could use to
> make better scenes, faster, if there was some quick-start code readily
> available.
>
> {Maybe put it in a new thread with eval_pigment in the title for future
> searches?}
>
> Thanks!
>

Excellent idea! I shall provide relevant scene code this week (probably 
tomorrow) under a new thread.

It is a powerful tool indeed. I have used it mainly for the planting of 
vegetation but it can be used of course for many more things.

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Flocking
Date: 6 Jul 2016 09:29:23
Message: <577d07b3$1@news.povray.org>
On 6-7-2016 14:20, Bald Eagle wrote:
> Thus endeth this reading of The Documentation.
>
I truly do believe that this should be learned by heart by  ALL True 
Users of the POV-Ray and recited at least once a day at Sunrise.
:-|


> p.s.   Hope you are having an excellent summer and staying in good health
>
It has started well. Thank you.

-- 
Thomas


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From: Doctor John
Subject: Re: Flocking
Date: 6 Jul 2016 09:34:48
Message: <577d08f8$1@news.povray.org>
On 06/07/16 13:20, Bald Eagle wrote:
> Doctor John <j.g### [at] gmailcom> wrote:
>> On 05/07/16 14:23, Bald Eagle wrote:
>>> I have recently discovered, though not yet had enough free, round tuits, to try
> 
>> Pop over to p.b.i for an unlimited supply
>> John
> 
> That looks good for getting some of my VISIO drawings done - since it's 2D.
> :P
> 
> And there was only ONE there.   :O
> 

Feel free to collect as many copies as you need :-)

> I do believe the POV-Ray community is crying out in anguish for an infinite
> supply of true 3D raytraced, ambient-occluded, richly textured and micronormaled
> Round Tuits <cue singing angels>.
> 

I'm working on it

> {In the beginning there was the Holy Trinity, "David Kirk Buck", "Aaron A.
> Collins", and "Alexander Enzmann".  Together, they proclaimed in a loud voice,
> "Let there be the Ray."  And it was, and it traced the Void, which prior to its
> Great Rendering was without Primitives or Textures.  And they gazed upon this
> new wonder, and said "This is good."  Thereafter they created Users, to whom
> they granted gifts and said to them, "Lo, behold what we have given you - go
> forth and create your own Scenes, to further embellish this Great Coordinate
> Space and further exalt and celebrate the Light which is POV-Ray."
> 
> Legend has it, that in those First Days, the POV-Team coded in a lush green
> garden with bubbling fountains and fragrant fruit trees, where in the center,
> they had access to the Most Holy and unique Spherical-Tuit.
> Then came the Great Destroyer, which they named Taxation, and they were banished
> from their paradise and were forced into isolation in tiny cells and were
> required to perform endless mundane tasks called "jobs", and so scratch out a
> living by the sweat of their brows.}
> 
> :(
> 
> Thus endeth this reading of The Documentation.
> 

[John makes the sign of the Penguin and the POV. And in a lousy J-L
Picard impersonation says "Make it so"]

> 
> p.s.   Hope you are having an excellent summer and staying in good health
> 

Not bad at all. The weather could be better though

John
-- 
It's not about bravery.
It's about doing what I need to do to win


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From: Thomas de Groot
Subject: Re: Flocking
Date: 7 Jul 2016 07:59:54
Message: <577e443a$1@news.povray.org>
On 6-7-2016 15:23, Thomas de Groot wrote:

> Excellent idea! I shall provide relevant scene code this week (probably
> tomorrow) under a new thread.
>

Done. See under p.b.s-f

-- 
Thomas


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