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Don't mind. Just kidding.
"Ron Parker" <ron### [at] povrayorg> ha scritto nel messaggio
news:slr### [at] fwicom...
> On Mon, 24 Sep 2001 19:08:31 +0200, JRG wrote:
> >
> >z}text{ttf"arial.ttf"
> >>
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron
> >Parker
> >
> >Hey, *RP*!! Who could imagine?
>
> Oh yeah, wise guy? Well, what's this one do then? No fair rendering it
> until after you give up. :D
>
> The point of the other one was the interesting tiled pattern in the
> background, really. The RP was just so it was useful as a signature.
>
> --
> #macro R(L P)sphere{L __}cylinder{L P __}#end#macro P(_1)union{R(z+_
z)R(-z _-z)
> R(_-z*3_+z)torus{1__ clipped_by{plane{_ 0}}}translate z+_1}#end#macro
S(_)9-(_1-
> _)*(_1-_)#end#macro Z(_1 _
__)union{P(_)P(-_)R(y-z-1_)translate.1*_1-y*8pigment{
> rgb<S(7)S(5)S(3)>}}#if(_1)Z(_1-__,_,__)#end#end Z(10x*-2,.2)camera{rotate
x*90}
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On Mon, 24 Sep 2001 19:33:30 +0200, JRG wrote:
>Don't mind. Just kidding.
I know. So was I.
--
#local R=rgb 99;#local P=R-R;#local F=pigment{gradient x}box{0,1pigment{gradient
y pigment_map{[.5F pigment_map{[.3R][.3F color_map{[.15red 99][.15P]}rotate z*45
translate x]}]#local H=pigment{gradient y color_map{[.5P][.5R]}scale 1/3}[.5F
pigment_map{[.3R][.3H][.7H][.7R]}]}}}camera{location.5-3*z}//only my opinions
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GIMP has cross-platform plug-ins.
Regards
Disnel
>>
>
> Also very hard to make cross-platform. But we're getting there.
>
>
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On Wed, 03 Oct 2001 14:15:08 +0200, Disnel wrote:
>
>GIMP has cross-platform plug-ins.
Written in an interpreted (or maybe p-code) language. Not fast enough for
raytracing by a long shot.
--
#macro R(P)z+_(P)_(P)_(P+1)_(P+1)+z#end#macro Q(C)bicubic_patch{type 1u_steps 6
v_steps 6R(1)R(3)R(5)R(7)translate 9*z-2pigment{rgb z}}#end#macro _(Y)#local X=
asc(substr(C,Y,1))-65;<mod(X,4)div(X,4)>#end#local O=union{Q("ABEFUQWS")Q(// RON
"WSXTLOJN")}Q("JNKLCGCD")union{O}union{O translate 3*x}light_source{x 1}//PARKER
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Ron Parker wrote:
> On Wed, 03 Oct 2001 14:15:08 +0200, Disnel wrote:
> >
> >GIMP has cross-platform plug-ins.
>
> Written in an interpreted (or maybe p-code) language. Not fast enough for
> raytracing by a long shot.
And still not ready for primtime on Win32
--
Jon A. Cruz
http://www.geocities.com/joncruz/action.html
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>
> Written in an interpreted (or maybe p-code) language. Not fast enough for
> raytracing by a long shot.
>
???? My option is, that GIMP plug-in is a piece of C code, which is
compiled on target platform with gimptool, so it is not interpreted...
>
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>>
>
> And still not ready for primtime on Win32
But GIMP for Win32 exists?? OK, I don't tried it, I don't use this M$
thing..
>
> --
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On Thu, 04 Oct 2001 12:06:53 +0200, Disnel wrote:
>>
>> Written in an interpreted (or maybe p-code) language. Not fast enough for
>> raytracing by a long shot.
>>
>
>
>???? My option is, that GIMP plug-in is a piece of C code, which is
>compiled on target platform with gimptool, so it is not interpreted...
I'm pretty sure that most plugins for the GIMP are written in Scheme, but
I suppose I could be misremembering.
--
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbf 1}hollow interior{media{emission 3-T}}}#end
Z(-x-x.2x)camera{location z*-10rotate x*90normal{bumps.02scale.05}}
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>
>
> I'm pretty sure that most plugins for the GIMP are written in Scheme, but
> I suppose I could be misremembering.
Yes, a lot of plugins are in scheme, but there is also possibility to
create compiled plugin (for example gimpprint plugin)
>
>
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On Thu, 04 Oct 2001 17:06:30 +0200, Disnel wrote:
>>
>>
>> I'm pretty sure that most plugins for the GIMP are written in Scheme, but
>> I suppose I could be misremembering.
>
>
>Yes, a lot of plugins are in scheme, but there is also possibility to
>create compiled plugin (for example gimpprint plugin)
But then we come back to the problem of requiring anyone who wants to use
POV to have access to a compiler of some sort, or of creating our own compiler
for plugins. The first is, IMHO, an unfair expectation given the nature of
most POV users. The second is a lot of work. That's not to say it will never
happen, because we are moving in that direction slowly with things like the
new function evaluation engine in POV 3.5 (here I'm thinking of features of
the function engine that haven't been made public yet, so you'll have to take
my word for it) but it's not going to happen overnight.
In any case, it turns out that there aren't that many primitives that are
just begging to be added. Most of the patches collected in MegaPOV fall
into three categories:
- general, widespread changes to the rendering engine (photons, dispersion,
light groups, UV mapping)
- parser-only changes (most of mine: #ifdef(A[i]), trace, min/max_extent)
- new textures or variations on old textures (object pattern, crackle)
The only really new primitives are the isosurface and the parametric
object, and I can't envision trying to implement either of them as a
plugin even if the mechanism for doing so existed. I certainly can't see
being able to make the changes necessary to make pigment functions if
isosurfaces *were* implemented as a plugin.
Recently, the most-requested features have been more texture-oriented
things (lighting models, subsurface scattering, blurred reflection) and
more widespread changes (tesselation). I haven't heard a lot of people
asking for new primitives.
--
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
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