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jp, I'm disappointed.
As an advanced povrayer, you should be able to find and delete the fog part:)
I've done it for you.
Below a new zip with littlebit more test, but it has also become very messy.
Among other things, I have made the various meshes hideable so that various
parts can be identified. Unfortunately, the wheels are spread over 3 different
meshes and mixed with others parts :(
Have fun,
M
PS:
Where is the next car?
:=)
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Attachments:
Download 'seregni-2.zip' (302 KB)
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"Maetes" <nomail@nomail> wrote:
> jp, I'm disappointed.
jr, sorry, small typo.
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"Maetes" <nomail@nomail> wrote:
> "Maetes" <nomail@nomail> wrote:
> > jp, I'm disappointed.
>
> jr, sorry, small typo.
Thanks to all!
Also thanks for the experiments done on the file I originally posted which can
also help us in future versions after 3.7
It is appreciated to intervene with modifications, also because I dedicate
myself mainly to meshes and volumes.
The next car is coming, but first, for a matter of my order, I post the worker
who owns the first car LOL
I hope is right in English "delivery man" :)
This is also the first version I'm working on using smooth, which is not ready
yet.
I think it works well but I would like to find a way to adjust its effect based
on the consistency of the surfaces.
It's a simple mesh anyway, but already suitable for not too close shots
BR!
G.
NB 3 files, the "main", the include, and a fast png preview
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Attachments:
Download 'facchino.zip' (93 KB)
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hi,
"Maetes" <nomail@nomail> wrote:
> jp, I'm disappointed.
> ...
> Below a new zip with littlebit more test, but it has also become very messy.
> Among other things, I have made the various meshes hideable so that various
> parts can be identified. Unfortunately, the wheels are spread over 3 different
> meshes and mixed with others parts :(
thanks, hope (aim !) to get a look at the update in the coming days.
re typo, looks like I did alright, had it gone "the other way", I'd have been
reduced to a mere file extension. </grin>
> PS:
> Where is the next car?
> :=)
@Gio:
> The next car is coming, but first, for a matter of my order,
> I post the worker who owns the first car LOL
cheers, will try and keep an eye "on developments".
regards, jr.
Post a reply to this message
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"GioSeregni" <gms### [at] hotmail com> wrote:
> The next car is coming, but first, for a matter of my order, I post the worker
> who owns the first car LOL
> I hope is right in English "delivery man" :)
> This is also the first version I'm working on using smooth, which is not ready
> yet.
looks promising.
Need a few more hours.
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Attachments:
Download 'test_facchino_with_car.png' (1165 KB)
Preview of image 'test_facchino_with_car.png'

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On 5/3/25 04:52, jr wrote:
> Maetes cleaned that up, but his code hits a problem in another area, "fog",
> aptly enough 🙂. I think (from the documentation) that is a "work in progress"
> area in yuqk, and so may be of interest to the author too.
I think that's the 'fog_type' keyword becoming 'type'; Part of yuqk's
effort to reign in feature specific keywords as I think v4.0 should too.
And, pretty much everything in the yuqk fork is a work in progress! :-)
Bill P.
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And once again I couldn't stop.
I hope it didn't get too complicated, but at some point I wanted to know how far
I could push it.
It was kind of exciting to do something different than just my space stuff.
Although I would have to do at least a dozen far more important things :)
Ma
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Attachments:
Download 'seregni-3.zip' (356 KB)
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Preview see Pic
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Attachments:
Download 'test_facchinos.jpg' (256 KB)
Preview of image 'test_facchinos.jpg'

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hi,
"GioSeregni" <gms### [at] hotmail com> wrote:
> "Maetes" <nomail@nomail> wrote:
> > "GioSeregni" <gms### [at] hotmail com> wrote:
> > > This is my old version ... I'm improving it, but soon
> > > Of course anyone can do better as a definition of sun sky light reflections
> > > etc.. this is my way
> > > BR
> > > G.
> >
> > How about a bit of worksharing?
> > You look for your code for several cars or even people and make it executable,
> > I clean up the code and make it variable (change colors)?
> >
> > My offer.
> >
> > Ma
>
> Sure, of course!
> Everything can be improved this is the first version,
> I am also working to lighten with boolean operations and solids, and smooth
> triangles where it is better!
> I will now continue to post first versions because I know for sure that they do
> not have errors...
> thanks!
> BR.
> G.
in an earlier post you (Gio) mentioned your own CAD parser & exporter. attached
is a per mesh sequence of images, same order as file; I modified the
'FURGONE.inc' to have an array of meshes and rendered "an animation" of the
elements. looks like we'll need a re-export, one which gives "us" :-) separate
doors etc. cheers.
regards, jr.
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Attachments:
Download 'permesh.zip' (805 KB)
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"jr" <cre### [at] gmail com> wrote:
> in an earlier post you (Gio) mentioned your own CAD parser & exporter. attached
> is a per mesh sequence of images, same order as file; I modified the
> 'FURGONE.inc' to have an array of meshes and rendered "an animation" of the
> elements. looks like we'll need a re-export, one which gives "us" :-) separate
> doors etc. cheers.
Poor Gio. Actually, he just wanted to quickly revive his old code maybe in some
free-hours, and now he keeps us (and himself) busy for days :)
A re-export would be a great thing. The person's hair and shoes were in a mesh
that I could easily separate because of the different Y values.
With the car, however, it was much too complicated for me. I would love to
separate the complete wheels or even doors to teach the car (or another) to
drive and steer.
Gio's Exporter combines all triangles in one mesh that have the same color (hair
and shoes). If you could give different parts a slightly different color, they
would be stored in separate meshes.
I'll wait and see what you're up to and won't change anything about my
programming.
Unless new cars or people appear, then I probably can't stop myself ... :(
Ma
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