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27 Apr 2024 16:08:33 EDT (-0400)
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From: clipka
Subject: Re: edge_pigment02.inc (a proximity pattern)
Date: 24 Aug 2009 09:06:57
Message: <4a929071@news.povray.org>
stbenge schrieb:
>> Have you /actually/ gotten that to work?
> 
> Oh crap, /I/ just got it to work! When did this start being possible?? 
> Oh cool :)

Phew - I just was about to confess that no, I never actually tested it 
with the inside() function ;-)

(But I'd have been surprised if the SDL inside() function would used any 
other mechanism than the very same inside test that's used in CSG, which 
I knew works fine with inside_vector.)


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From: Reactor
Subject: Re: edge_pigment02.inc (a proximity pattern)
Date: 24 Aug 2009 13:50:00
Message: <web.4a92d28499d0b70cffeb02cf0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> stbenge schrieb:
> >> Have you /actually/ gotten that to work?
> >
> > Oh crap, /I/ just got it to work! When did this start being possible??
> > Oh cool :)
>
> Phew - I just was about to confess that no, I never actually tested it
> with the inside() function ;-)
>
> (But I'd have been surprised if the SDL inside() function would used any
> other mechanism than the very same inside test that's used in CSG, which
> I knew works fine with inside_vector.)

Which kind of makes me wonder why inside_vector doesn't have a default value.
It seems like the direction rarely matters that much, but if you forget to
specify it...

-Reactor


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From: Jim Charter
Subject: Re: edge_pigment02.inc (a proximity pattern)
Date: 24 Aug 2009 15:44:52
Message: <4a92edb4$1@news.povray.org>
stbenge wrote:
> clipka wrote:
> 
>> stbenge schrieb:
>>
>>> And of course you can never use this with meshes. That is, not until 
>>> somebody figures out how to convince POV into turning a mesh into a 
>>> bona-fide object pattern...
>>
>>
>> You mean, like adding an "inside_vector" statement to the mesh? :-P
> 
> 
> Have you /actually/ gotten that to work?

http://tinyurl.com/kvww3t


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From: Warp
Subject: Re: edge_pigment02.inc (a proximity pattern)
Date: 24 Aug 2009 16:05:41
Message: <4a92f295@news.povray.org>
Reactor <rea### [at] hotmailcom> wrote:
> Which kind of makes me wonder why inside_vector doesn't have a default value.
> It seems like the direction rarely matters that much, but if you forget to
> specify it...

  My guess is that specifying inside_vector makes the rendering of the
mesh slower in some situations (probably eg. when there's media or fog
around), which is why it's turned off by default.

-- 
                                                          - Warp


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From: stbenge
Subject: Re: edge_pigment02.inc (a proximity pattern)
Date: 24 Aug 2009 17:15:22
Message: <4a9302ea@news.povray.org>
Jim Charter wrote:
> stbenge wrote:
>> clipka wrote:
>>> You mean, like adding an "inside_vector" statement to the mesh? :-P
>>
>> Have you /actually/ gotten that to work?
> 
> http://tinyurl.com/kvww3t

Awesome image! I'm guessing that beautiful chalice is a mesh?

I have tried making meshes into object patterns in the past, but without 
success. Even after defining an inside_vector, I received errors.


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From: Jim Charter
Subject: Re: edge_pigment02.inc (a proximity pattern)
Date: 24 Aug 2009 18:08:18
Message: <4a930f52$1@news.povray.org>
stbenge wrote:
> Jim Charter wrote:
> 
>> stbenge wrote:
>>
>>> clipka wrote:
>>>
>>>> You mean, like adding an "inside_vector" statement to the mesh? :-P
>>>
>>>
>>> Have you /actually/ gotten that to work?
>>
>>
>> http://tinyurl.com/kvww3t
> 
> 
> Awesome image! I'm guessing that beautiful chalice is a mesh?
> 
> I have tried making meshes into object patterns in the past, but without 
> success. Even after defining an inside_vector, I received errors.

I don't remember anymore, it's so long ago. I do remember that I got the 
idea from you, when you rounded the corners off a cube by jittering it 
inside a intersection block, I believe.


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From: clipka
Subject: Re: edge_pigment02.inc (a proximity pattern)
Date: 24 Aug 2009 19:29:56
Message: <4a932274$1@news.povray.org>
Reactor schrieb:
> Which kind of makes me wonder why inside_vector doesn't have a default value.
> It seems like the direction rarely matters that much, but if you forget to
> specify it...

Backward compat I suppose: Until the introduction of inside_vector, I 
assume intersecting a mesh with a solid would give you the same result 
as clipping the mesh by that object, and some scenes might have relied 
on this effect; defaulting to a proper inside_vector would obviously 
break such scenes.

Then again, I guess it would be not much of a problem to default to 
inside_vector y (for instance) unless a #version statement is used to 
request compat with 3.6 or lower. And a warning could be given even 
then, suggesting to use clipped_by instead.


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From: clipka
Subject: Re: edge_pigment02.inc (a proximity pattern)
Date: 24 Aug 2009 19:35:24
Message: <4a9323bc@news.povray.org>
Warp schrieb:
>   My guess is that specifying inside_vector makes the rendering of the
> mesh slower in some situations (probably eg. when there's media or fog
> around), which is why it's turned off by default.

I don't think so. Media would only be computed inside a mesh if the 
"hollow" keyword is also used anyway.

The only place where it should make a difference is when used with CSG 
intersection: In that case, performing proper inside tests instead of 
just returning "not inside" would be faster of course.

Anyway, the speed issue could be mitigated by allowing to explicitly 
specify "inside_vector <0,0,0>" (or, being equivalent yet more talktive, 
"inside_vector no") to disable inside tests.


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From: Warp
Subject: Re: edge_pigment02.inc (a proximity pattern)
Date: 25 Aug 2009 11:01:32
Message: <4a93fccc@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Warp schrieb:
> >   My guess is that specifying inside_vector makes the rendering of the
> > mesh slower in some situations (probably eg. when there's media or fog
> > around), which is why it's turned off by default.

> I don't think so. Media would only be computed inside a mesh if the 
> "hollow" keyword is also used anyway.

  Except that meshes have no inside and thus no insideness is computed for
them. (Except if inside_vector is specified, of course.)

> Anyway, the speed issue could be mitigated by allowing to explicitly 
> specify "inside_vector <0,0,0>" (or, being equivalent yet more talktive, 
> "inside_vector no") to disable inside tests.

  That might break existing scenes, especially those which use *open* meshes
and assume that meshes have no inside.

-- 
                                                          - Warp


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From: clipka
Subject: Re: edge_pigment02.inc (a proximity pattern)
Date: 25 Aug 2009 20:03:06
Message: <4a947bba$1@news.povray.org>
Warp schrieb:
>>>   My guess is that specifying inside_vector makes the rendering of the
>>> mesh slower in some situations (probably eg. when there's media or fog
>>> around), which is why it's turned off by default.
> 
>> I don't think so. Media would only be computed inside a mesh if the 
>> "hollow" keyword is also used anyway.
> 
>   Except that meshes have no inside and thus no insideness is computed for
> them. (Except if inside_vector is specified, of course.)

... which is exactly the difference we're discussing here: Whether 
having meshes to default to a valid inside_vector would make a difference.

>> Anyway, the speed issue could be mitigated by allowing to explicitly 
>> specify "inside_vector <0,0,0>" (or, being equivalent yet more talktive, 
>> "inside_vector no") to disable inside tests.
> 
>   That might break existing scenes, especially those which use *open* meshes
> and assume that meshes have no inside.

That's what I already mentioned in the first place, and commented on 
possible solutions, in case you didn't notice. Here I just focused on 
the speed issues.


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