POV-Ray : Newsgroups : povray.advanced-users : Hardcore povrayer test : Re: Hardcore povrayer test Server Time
30 Jul 2024 18:21:49 EDT (-0400)
  Re: Hardcore povrayer test  
From: Nobot
Date: 14 Jun 1999 19:49:26
Message: <376594BB.642C04D1@powersurfr.com>
i got many of them but not the cammera in non hollow object hehehe :) but i
wouldn't say i'm hard core and adding a key word isn't that big of a deal really

Nieminen Mika wrote:

>   The hardcore povrayer test.
>
>   Read the allegations below. For each allegation that is true in your
> case, you receive the amount of points in parentheses at the end of the
> line. The maximum point amount is 78. Please be honest.
>   My personal score is 22.
>
> 1. You have participated in the IRTC and got to the top 20 best images. (2)
> 2. You have won a price in the IRTC. (3)
> 3. You have made bicubic patches by hand (and they worked as you expected). (2)
> 4. You have made a program which outputs bicubic patches. (1)
> 5. You have made big triangle meshes by hand. (1)
> 6. You have used a poly object bigger than 4th degree. (1)
> 7. You have calculated the polynomial for that poly object by yourself
>    (instead of just trying random values). (2)
> 8. You know the format of a PCM file. (1)
> 9. You have made one by hand. (1)
> 10. You have made a program which outputs a df3 file and used it in a
>     scene. (1)
> 11. You know what a df3 file is. (1)
> 12. You have made a patch for povray. (3)
> 13. Your patch is included in the superpatch or at least it's popular. (2)
> 14. Your patch will probably be included in povray 3.5. (2)
> 15. You have made a popular tool for povray. (2)
> 16. You have used every object type, every camera type, every light source
>     type, every media type, etc. and know how to use them. (2)
> 17. You remember the terms of the torus-shaped quartic so that you could
>     type the polynomial at any time. (2)
> 18. You understand perfectly the table at page 212 of the povray 3.1 manual
>     and use it to create your poly objects. (2)
> 19. You know what does 'sturm' mean and how it's calculated. (2)
> 20. The intensity multiplier curves and light fading functions in the light
>     source section in the povray manual are very clear and you understand
>     them perfectly and you actually use them to choose your light source
>     types. (2)
> 21. You understand how photon mapping works (at algorithm level). (1)
> 22. You have found the 'average normal bug' by yourself in a povray version
>     previous than 3.1e. (1)
> 23. You know exactly what was causing it. (2)
> 24. You never include the povray include libraries (like colors.inc) because
>     they slow parsing, but always define your colors, textures, etc by
>     yourself. (1)
> 25. You only use the png format when working with povray. (1)
> 26. You always use it with alpha channel. (1)
> 27. It's very easy to you to make slope maps and actually you often use
>     them to make your textures. (1)
> 28. You know what the 'use_index' keyword is used for without looking at
>     the manual. (1)
> 29. You understand the matrix transformation and you can write them by
>     hand. (2)
> 30. You know how to calculate the matrix from any number of consecutive
>     transformations (translate, scale, rotate). (1)
> 31. You have set up emacs with povray enhancements (like automatic indentation
>     and syntax highlighting) by yourself. (1)
> 32. You can list all the povray reserved keywords without looking at the
>     manual. (2)
> 33. You could make all the Chris Colefax's includes and macros by yourself
>     if you wanted. (3)
> 34. You use frequency, phase, octaves, omega and lambda without problems
>     when creating your own textures. (1)
> 35. You can tell what does each one of them do (without looking at the
>     documentation). (1)
> 36. You understand the scattering function pictures in the media section of
>     the documentation. (1)
> 37. You remember all the keywords that can be put in a global_settings
>     block. (1)
> 38. You know what does they mean and how to use them. (1)
> 39. Making good-looking radiosity images is not a problem to you. (1)
> 40. You remember all the built-in float and vector identifiers. (1)
> 41. You use all the vector and string functions without problem. (1)
> 42. Macros, arrays and file-IO directives are a piece of cake. (1)
> 43. You never get the "camera is inside non-hollow object" warning. If you
>     ever get it, it's absolutely intentional. (1)
> 44. You have made a modeller for povray. (3)
> 45. You often debug your povray code using the text message streams. (1)
> 46. You can easyly calculate the camera parameters when you want to put a
>     box right in front of the camera so that it completely and exactly fills
>     the viewing area. (1)
> 47. You scored in each one of the previous allegations. (10)
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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