POV-Ray : Newsgroups : povray.general : Strange artifact on mesh rendering Server Time
22 Dec 2024 00:28:03 EST (-0500)
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From: yesbird
Subject: Re: Strange artifact on mesh rendering
Date: 22 Jan 2023 21:15:00
Message: <web.63cdeba08c778ce32dc1c2ee10800fb2@news.povray.org>
It's unbelievable, but it looks like you are reading my thoughts or maybe we are
only thinking the same way. I've even attached the code snippet that I wrote a
few months ago with comments that citates you word by word )) !

> ... Tabulated system developed by jr.
> Just some things to mull over when you're trying to get to sleep.  ;)  :D
Yes, I know - this is the time when the best ideas come :)
Could you provide me with more details about this Tabulated system ? Can't
google it, because of the lack of info.

Thanks for suggestions about workflow - although I am an experienced C/C++
developer, working with POV has some specifics, and I will be glad to get your
consultations in future.

As to project in general, it's not complicated - this is only a simple wrapper
of POV structures into Matlab's API, but I found that preparing good example
scenes is some kind of art, spending more that 70% of working time for this
activity. So I am going deeper into POV rendering specifics and the link you
sent gives me exactly what I need - laconic recommendations with examples.

Now I am starting text support, (again, are you reading my thoughts !?) - and
information about fonts is very important, you saved a lot of time for me.

I am very inspired with help from your side and hope I will be able to create a
serious product.


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Attachments:
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From: jr
Subject: Re: Strange artifact on mesh rendering
Date: 23 Jan 2023 00:30:00
Message: <web.63ce1abc8c778ce3fbdc16836cde94f1@news.povray.org>
hi,

"yesbird" <nomail@nomail> wrote:
> ...
> > ... Tabulated system developed by jr.

thanks.  generous, as always.

(now, where did I put that chequebook?  ;-))


> > Just some things to mull over when you're trying to get to sleep.  ;)  :D
> Yes, I know - this is the time when the best ideas come :)
> Could you provide me with more details about this Tabulated system ? Can't
> google it, because of the lack of info.

I guess Bald Eagle wrote "system" because the 'Tabulated()' macro can work in
concert with the 'Filed()' file-handling code.  I managed to put most of my
stuff on the wiki last year, see <https://wiki.povray.org/content/User:Jr>.  the
wiki is also the place for the most up-to-date POV-Ray documentation, so you may
want to bookmark <https://wiki.povray.org/content/Documentation:Contents>.
enjoy.


regards, jr.


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From: yesbird
Subject: Re: Strange artifact on mesh rendering
Date: 23 Jan 2023 00:50:00
Message: <web.63ce1f848c778ce32dc1c2ee10800fb2@news.povray.org>
> I guess Bald Eagle wrote "system" because the 'Tabulated()' macro can work in
> concert with the 'Filed()' file-handling code.  I managed to put most of my
> stuff on the wiki last year, see <https://wiki.povray.org/content/User:Jr>.  the
> wiki is also the place for the most up-to-date POV-Ray documentation, so you may
> want to bookmark <https://wiki.povray.org/content/Documentation:Contents>.
> enjoy.
>
>
> regards, jr.

Thanks, Jr,
I have find it.


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From: Bald Eagle
Subject: Re: Strange artifact on mesh rendering
Date: 23 Jan 2023 07:05:00
Message: <web.63ce77d48c778ce31f9dae3025979125@news.povray.org>
"yesbird" <nomail@nomail> wrote:
> It's unbelievable, but it looks like you are reading my thoughts or maybe we are
> only thinking the same way. I've even attached the code snippet that I wrote a
> few months ago with comments that citates you word by word )) !

Sorry - _I_ was quoting you - your stuff posted in the example section.
Those tiny bits of code really don't affect parsing time, and are probably best
kept as part of the main scene file, so that there is no question of how a
particular scene was rendered, and it's possible to recreate exactly a lost
render image.

For complicated scenes, where I need to move the camera to many different
locations to line things up or otherwise see from a different perspective, or
use an orthographic camera, I use a #switch #case #break #end block that
contains multiple camera definitions, so i can rapidly move around the scene
while developing it.  Any difference in parse time isn't noticeable, and indeed,
keeping it in a separate file, where the computer needs to seek, read, and
include that data is likely slower.


> but I found that preparing good example
> scenes is some kind of art, spending more that 70% of working time for this
> activity. So I am going deeper into POV rendering specifics and the link you
> sent gives me exactly what I need - laconic recommendations with examples.

Yes, knowing what you want and achieving that on screen are two completely
different things.  Looks like you're hitting the 90-10 Rule.   90% of your time
will be spent working on the last 10% of the project/scene.
Laconic.  Heh.  :)   I've been called "taciturn."  :D
"Once, in flight school, I was laconic."
https://www.youtube.com/watch?v=ch3X5WrhwGM

> Now I am starting text support, (again, are you reading my thoughts !?) - and
> information about fonts is very important, you saved a lot of time for me.

Glad I could save time and boost you along the learning curve.

Looking forward to seeing some beautiful new scenes.


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