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From: Stephen
Subject: Re: Animate Text Around a Sphere
Date: 9 Apr 2011 04:48:07
Message: <4da01d47$1@news.povray.org>
On 09/04/2011 12:20 AM, Alain wrote:
> Then, don't use a modeler for your text but use the text primitive to
> create your individual letters. Unless a letter appears 100's times,
> you'll use much less memory, you'll save parsing and loading time, and
> the difference in render time won't be that important. Also, no faceting
> nor mesh artefacts.
>
> Anyway, the letters from those modelers are mesh objects, one mesh
> object per letter, even for a word, with duplicated letters in the word
> as several meshes.

As StephenS pointed out.
Bishop3D exports SDL code.

> Missusing union causes many "Sould have more than one
> objects in CSG".

Yes my constant companion. :-(
But a necessary evil.

> It also makes your code ugly.
>

I can't say that I agree with either you or StephenS. Machine written 
code is never elegant, from the little I've seen. So what difference 
does an extra line or two make?
Anyway it is years since we have had the coders ranting on about how 
using a SDL modeller is an affront to the very idea of Pov-Ray.



-- 
Regards
     Stephen


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From: Christian Froeschlin
Subject: Re: Animate Text Around a Sphere
Date: 9 Apr 2011 05:23:47
Message: <4da025a3$1@news.povray.org>
Stephen wrote:

>> Missusing union causes many "Sould have more than one
>> objects in CSG".
> 
> Yes my constant companion. :-(
> But a necessary evil.

You could suggest to the Bishop3D team that unions
with one element get exported as object instead.


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From: Stephen
Subject: Re: Animate Text Around a Sphere
Date: 9 Apr 2011 05:38:45
Message: <4da02925$1@news.povray.org>
On 09/04/2011 10:23 AM, Christian Froeschlin wrote:
> Stephen wrote:
>
>>> Missusing union causes many "Sould have more than one
>>> objects in CSG".
>>
>> Yes my constant companion. :-(
>> But a necessary evil.
>
> You could suggest to the Bishop3D team that unions
> with one element get exported as object instead.

I obviously did not make myself clear. Putting a single object in a 
union is a workaround because Bishop3D does not have a local axis and if 
you want to rotate the object around a point, that is the only way to do it.
If Bishop3D did as you suggest then it would break its import feature 
and import the object as fixed at the point of import.

I did, of course, suggest to the development team that a local axis 
would be useful. That was some years ago.


-- 
Regards
     Stephen


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From: StephenS
Subject: Re: Animate Text Around a Sphere
Date: 9 Apr 2011 06:30:00
Message: <web.4da0351dabacefca795598320@news.povray.org>
Stephen <mcavoys_at@aoldotcom> wrote:
....
> > It also makes your code ugly.
> >
>
> I can't say that I agree with either you or StephenS. Machine written
> code is never elegant, from the little I've seen...
To be some what more complete:
I also find any SDL code with 5 to 8 indent spacing hard to read and change to 1
or 2 spacing before I continue.

Stephen S


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From: Alain
Subject: Re: Animate Text Around a Sphere
Date: 9 Apr 2011 14:57:35
Message: <4da0ac1f@news.povray.org>

> On 09/04/2011 10:23 AM, Christian Froeschlin wrote:
>> Stephen wrote:
>>
>>>> Missusing union causes many "Sould have more than one
>>>> objects in CSG".
>>>
>>> Yes my constant companion. :-(
>>> But a necessary evil.
>>
>> You could suggest to the Bishop3D team that unions
>> with one element get exported as object instead.
>
> I obviously did not make myself clear. Putting a single object in a
> union is a workaround because Bishop3D does not have a local axis and if
> you want to rotate the object around a point, that is the only way to do
> it.
Not at all.
> If Bishop3D did as you suggest then it would break its import feature
> and import the object as fixed at the point of import.
>
> I did, of course, suggest to the development team that a local axis
> would be useful. That was some years ago.
>
>

POV-Ray also don't have "local" axis, only 1 set of global axis.

If the object is named, then there is NO need to use union.
Whenever you find yourself placing a single object in an union, use 
"object" instead.

If you want to place several objects around an axis at a given radius, 
then the way to do it is:

union{
  object{Object1 translate Radius rotate<x,y,z>}//Correct
  object{Object2 translate Radius rotate<x,y,z>}
...
rotate Global_Union_Rotation
translate Global_Object_Location
}

You wrongly suggers this:
union{
  union{Object1 translate Radius rotate<x,y,z>}//NOT correct
  union{Object2 translate Radius rotate<x,y,z>}
...
rotate Global_Union_Rotation
translate Global_Object_Location
}

Anyway, it's usualy beter to model all objects around the origin, scale 
and rotate them as needed, then to translate them to the desired location.
A lamp should reside with it's base at y=0.
A door with it's hinge at x=0, z=0.
A cabinet with it's back at x=0 or z=0.



Alain


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From: Stephen
Subject: Re: Animate Text Around a Sphere
Date: 9 Apr 2011 17:02:20
Message: <4da0c95c$1@news.povray.org>
On 09/04/2011 7:57 PM, Alain wrote:

>> I obviously did not make myself clear. Putting a single object in a
>> union is a workaround because Bishop3D does not have a local axis and if
>> you want to rotate the object around a point, that is the only way to do
>> it.
> Not at all.

Not at all, what? That I not make myself clear or that it is the only 
way to do it in Bishop3D?


>
> POV-Ray also don't have "local" axis, only 1 set of global axis.
>

I'm probably using the terminology used by Moray that is confusing you.

> If the object is named, then there is NO need to use union.
> Whenever you find yourself placing a single object in an union, use
> "object" instead.
>

I take it that you've not used either Moray or Bishop3D much. In case we 
are talking at cross purposes. My last post was in reply to a suggestion 
that Christian made about Bishop3D


> You wrongly suggers this:
> union{
> union{Object1 translate Radius rotate<x,y,z>}//NOT correct
> union{Object2 translate Radius rotate<x,y,z>}
> ...
> rotate Global_Union_Rotation
> translate Global_Object_Location
> }
>

No, what I meant was this:

union {
  sphere {  // Sphere0
   0.0, 1.000000
   translate <0.0,0.0,14.0> // Radius of revolution
  }  // end Sphere0

  rotate    <0.0,27.0,0.0> /* Required rotation about the centre of 
revolution*/
  translate <-10.0,0.0,10.00> // Centre of revolution
}

> Anyway, it's usualy beter to model all objects around the origin, scale
> and rotate them as needed, then to translate them to the desired location.

Yesss, but when using a modeller you do that then leave them where they 
are and use the method I described. Moray is different as it gives you 
an extra degree of freedom and you don't need to use an extra union.


-- 
Regards
     Stephen


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From: Alain
Subject: Re: Animate Text Around a Sphere
Date: 11 Apr 2011 12:17:15
Message: <4da3298b@news.povray.org>


> No, what I meant was this:
>
> union {
> sphere { // Sphere0
> 0.0, 1.000000
> translate <0.0,0.0,14.0> // Radius of revolution
> } // end Sphere0
>
> rotate <0.0,27.0,0.0> /* Required rotation about the centre of revolution*/
> translate <-10.0,0.0,10.00> // Centre of revolution
> }
>

This should be:
object{
  sphere {  // Sphere0
   0.0, 1.000000
   translate <0.0,0.0,14.0> // Radius of revolution
  }  // end Sphere0

  rotate    <0.0,27.0,0.0> /* Required rotation about the centre of 
revolution*/
  translate <-10.0,0.0,10.00> // Centre of revolution
}


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From: Stephen
Subject: Re: Animate Text Around a Sphere
Date: 11 Apr 2011 15:19:20
Message: <4da35438$1@news.povray.org>
On 11/04/2011 5:17 PM, Alain wrote:

>
> This should be:
> object{
> sphere { // Sphere0
> 0.0, 1.000000
> translate <0.0,0.0,14.0> // Radius of revolution
> } // end Sphere0
>
> rotate <0.0,27.0,0.0> /* Required rotation about the centre of revolution*/
> translate <-10.0,0.0,10.00> // Centre of revolution
> }

Maybe it should be but it isn't.

-- 
Regards
     Stephen


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From: digitaldad
Subject: Re: Animate Text Around a Sphere
Date: 15 Apr 2011 20:50:00
Message: <web.4da8e69fabacefca6811d79b0@news.povray.org>
Stephen <mcavoys_at@aoldotcom> wrote:
> On 11/04/2011 5:17 PM, Alain wrote:
>
> >
> > This should be:
> > object{
> > sphere { // Sphere0
> > 0.0, 1.000000
> > translate <0.0,0.0,14.0> // Radius of revolution
> > } // end Sphere0
> >
> > rotate <0.0,27.0,0.0> /* Required rotation about the centre of revolution*/
> > translate <-10.0,0.0,10.00> // Centre of revolution
> > }
>
> Maybe it should be but it isn't.
>
> --
> Regards
>      Stephen

Thanks for all of the input. I.m going to treat each letter as an object. I'll
post the movie in the animation group along with my text scene file.

DigitalDad


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From: clipka
Subject: Re: Animate Text Around a Sphere
Date: 10 May 2011 09:07:32
Message: <4dc93894$1@news.povray.org>
Am 09.04.2011 10:48, schrieb Stephen:

> I can't say that I agree with either you or StephenS. Machine written
> code is never elegant, from the little I've seen. So what difference
> does an extra line or two make?

Speed and memory consumption.

Using a union for a single object will add unnecessary overhead, roughly 
duplicating the memory required per letter; it also /will/ impact render 
time, if ever so slightly.


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