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On Wed, 12 Jan 2000 22:08:07 +0800, Cameron Cooper <hoj### [at] wantree com au> wrote:
>Hey, I'm fairly new to this stuff ( this stuff being raytracing, modelling,
>ect ) I've read so many times that its better to learn the pov-ray code
>before you start using modellers...I've read what I could understand of the
>Pov-ray documentation, but in it there seems ( to me anyway ) that there is
>a gap between the basics ( basic shapes, cameras, lights that sort of
>stuff ) and more advanced ( for a begginer anyway :) shapes
> patches,blobs, ect ) im sure all this will come clear to me with time and
>practice, luckily time is all i seem to have....one upside to being a bum :)
>Anyway I've learned some of the basic code, then i downloaded spatch, moray,
>and an export from spatch to moray and have been able to make some pretty
>cool stuff ( compared to red sphere on a checker plane i started off with :)
>At this point with the modellers it seems like "re-inventing the wheel"
>learning all the pov code....for me "this point" is fairly basic...once it
>gets more advanced is there heaps you can do with the pov code that a
>modeller cant do?
I've tried modellers, Moray twice each time for about two days, but couldn't
get to grips with it, and I've tried Spatch twice and read all the tutorials
but those lines on the screen just confuse me. My hat's off to those who
have such an ability with modellers.
So it's hand code for me all the way.
--
Cheers
Steve email mailto:sjl### [at] ndirect co uk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjlen/
or http://start.at/zero-pps
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Steve <sjl### [at] zero-pps localdomain> wrote in message
news:slr### [at] zero-pps localdomain...
> I've tried modellers, Moray twice each time for about two days, but
couldn't
> get to grips with it, and I've tried Spatch twice and read all the
tutorials
> but those lines on the screen just confuse me. My hat's off to those who
> have such an ability with modellers.
>
> So it's hand code for me all the way.
>
>
> --
> Cheers
> Steve email mailto:sjl### [at] ndirect co uk
>
> %HAV-A-NICEDAY Error not enough coffee 0 pps.
>
> web http://www.ndirect.co.uk/~sjlen/
>
> or http://start.at/zero-pps
>
I have the same confusion problem with all the numbers in povray :)
but you all have conviced me to give the code another go.....time to hit the
tutorials :)
thanks
Cameron
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In article <slr### [at] zero-pps localdomain>,
sjl### [at] ndirect co uk wrote:
> I've tried modellers, Moray twice each time for about two days, but
> couldn't
> get to grips with it, and I've tried Spatch twice and read all the
> tutorials
> but those lines on the screen just confuse me. My hat's off to those who
> have such an ability with modellers.
>
> So it's hand code for me all the way.
I am the same way, using a modeller for me is like manipulating the
scene through keyholes using long sticks. :-)
I can't get a good grasp of the 3D nature of the scene, because the
limited number of ways to view and edit the data. I probably could use a
modeller if it used 3D glasses and VR gloves to manipulate the parts. Or
if it offered much better and more direct camera control than any
modeller I have tested and an organized way of representing the raw
scene code(so you didn't have to use it like a modeller). But for now I
stick to hand coding. And besides, I like macros and loops.
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
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> So it's hand code for me all the way.
For me too :)
I haven't studied macros yet, is it hard to understand?
--
Peter
http://hertel.no/bigone
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In article <387fc626@news.povray.org>, "Peter Hertel"
<big### [at] yahoo com> wrote:
> For me too :)
> I haven't studied macros yet, is it hard to understand?
Not at all, a macro is just a name for a chunk of code with some
variables which are included in the call to the macro.
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
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Steve wrote:
>
> I've tried modellers, Moray twice each time for about two days, but couldn't
> get to grips with it, and I've tried Spatch twice and read all the tutorials
> but those lines on the screen just confuse me. My hat's off to those who
> have such an ability with modellers.
My problem with most modellers is that most of them don't approach objects in
the same way as the POV-Ray scene code does. For instance, in POV you can
make a cylinder this way:
cylinder { <2.3,0,1.2>,<-2.3,0,1.2>,.4 texture { MyTexture } }
In every modeller I've ever seen, you essentially have to do this:
cylinder { 0,z,1
scale <.4,.4,4.6>
rotate y*90
translate <-2.3,0,1.2>
texture { MyTexture }
}
Which is counter-intuitive and seems to create bigger scene code.
Furthermore, none of the shareware or freeware modellers have a mesh editor
(which is why I wrote one in *BASIC* of all things).
Regards,
John
--
ICQ: 46085459
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On Fri, 14 Jan 2000 21:51:40 -0500, John VanSickle
<van### [at] erols com> wrote:
>Furthermore, none of the shareware or freeware modellers have a mesh editor
>(which is why I wrote one in *BASIC* of all things).
>
>Regards,
>John
What I don't like about modellers is the RHC they use. I haven't tried
Moray lately (maybe I should if I am to use a modeller at all) but I
don't think I'll use it if it's still RHC.
Peter Popov
pet### [at] usa net
ICQ: 15002700
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Peter Popov wrote:
> Moray lately (maybe I should if I am to use a modeller at all) but I
> don't think I'll use it if it's still RHC.
It still is.
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Ken wrote:
>
> Peter Popov wrote:
>
> > Moray lately (maybe I should if I am to use a modeller at all) but I
> > don't think I'll use it if it's still RHC.
>
> It still is.
I recall from sometime in the past that Lutz tried enhancing the
program to allow the user to select RHC or LHC, but he couldn't get
all of the bugs worked out of it.
Regards,
John
--
ICQ: 46085459
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Cameron Cooper wrote:
> Hey, I'm fairly new to this stuff ( this stuff being raytracing, modelling,
> ect ) I've read so many times that its better to learn the pov-ray code
> before you start using modellers...I've read what I could understand of the
> Pov-ray documentation, but in it there seems ( to me anyway ) that there is
> a gap between the basics ( basic shapes, cameras, lights that sort of
> stuff ) and more advanced ( for a begginer anyway :) shapes
> patches,blobs, ect ) im sure all this will come clear to me with time and
> practice, luckily time is all i seem to have....one upside to being a bum :)
> Anyway I've learned some of the basic code, then i downloaded spatch, moray,
> and an export from spatch to moray and have been able to make some pretty
> cool stuff ( compared to red sphere on a checker plane i started off with :)
> At this point with the modellers it seems like "re-inventing the wheel"
> learning all the pov code....for me "this point" is fairly basic...once it
> gets more advanced is there heaps you can do with the pov code that a
> modeller cant do?
>
> sorry about the "longness" of this :)
>
> thanks
> Cameron
IMHO It is better to learn the code first that way when you do start with
modellers you can tweak the code when you export it to povray. (examples
Photons, blur dispersion.... just to name a few) Unfortunately I started with
Povlab then worked my way to moray when i found it. but i can't look at a
screen full of text for very long.... due to my eye condition (double
vision.... Hmmmm there's an idea)
just mho....
Psychomek
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