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"LanuHum" <Lan### [at] yandex ru> wrote:
> Sorry!
> My profession is far from programming.
> The exporter is my hobby.
> But, I wanted to receive result.
> To write to death without result is a nonsense.
> My problem - I don't know English.
> It is very difficult for me to communicate and understand.
> Where I could tell about the exporter, nobody showed interest.
> Russian-speaking the Blender users it was known of the exporter.
> Only a few people looked through screenshots and render_result which I published
> on the Russian website.
>
> Blenderartist:
> http://blenderartists.org/forum/group.php?discussionid=788&do=discuss
> 0 report
>
> Any program begins with alpha-version.
> But, it is written by collective.
> Those to whom it is interesting, test, report about errors, bugs.
> So the program develops.
> I one.
> I go to work as morning at 6.45 (AM), I come from work as evening at 7.45(PM).
> 8.00(PM):I sit down at the computer, I study a povray manual, I go to the
> Internet for
> the help:
> Sphere_sweep: help me! DF3: help me! UV: help me and so on...
> I write a exporter code, I model in the Blender, I check a code, I receive
> render_result, again I go to the Internet and I show you result.
>
>
> Besides, official windows-version Povray-3.7, can't work with this exporter.
> The exporter constantly causes a render for a preview, but the render can't work
> in the shadow mode.
> For the exporter correction source code Povray of the current version is
> necessary.
> Povray for Windows is necessary an option - nogui.
> Anybody won't do it.
> To me suggested to learn a programming language C ++ here to correct source
> code.
> When to teach me C ++? To me 50 years will be executed soon.The brain already
> dries up.
> Or assembly of MinGW is necessary: Linux-version for Windows.
> Who it will be make (win32, win64) and to pack into an installer?
>
> When I one come to the finish?
> Never.
> I wanted to lift that to one not to lift.
> Everything was in vain.
I feel your pain, I went through it, and you can be sure that what you did
wasn't in vain, not as long as you share the code, some of your code made it in
the trunk of the official exporter version already, the one that didn't break
anything. For instance the povray patterns support was added thanks to you, and
you did huge work with the nodal system. The only problem to integrate this work
is that you stripped the existing bitmap texture channel export code away. I
understand that you want to spend more time developing new functionality than
merging the two versions together, yet that makes it impossible to add to
official version as it is. Ideal situation would be that a third person feels
like doing it, but it might never happen. merging your work to trunk would be a
relief.
Another thing I do when I'm sick of no-one understanding the great potential of
a Blender/POV synergy: rather than totally give up, let's pause development and
make sample materials or pictures! That's what people need to see to realise
what our exporters can do!
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