POV-Ray : Newsgroups : povray.advanced-users : Hardcore povrayer test : Re: Hardcore povrayer test Server Time
30 Jul 2024 18:11:54 EDT (-0400)
  Re: Hardcore povrayer test  
From: Ken
Date: 15 Jun 1999 01:48:40
Message: <3765E65F.38467130@pacbell.net>
Nieminen Mika wrote:
> 
> Margus Ramst <mar### [at] peakeduee> wrote:
> : Entering vertex
> : coordinates by hand wouldn't be difficult, just pointless, IMO
> 
>   Not pointless. I have done this by myself. Since I don't have any modeller
> in which I could model triangle meshes, I often make my models on paper and
> then enter the triangle coordinates by hand. I can't think of any other
> way of doing it.
> 
> :>19. You know what does 'sturm' mean and how it's calculated. (2)
> : I know what it means. Knowing the exact method is of little importance in
> : POVing
> 
>   Yeah, but if you know it, it makes you a little bit 'hardcore povrayer' :)
>   The user doesn't need to know, for example, how smooth triangles, bicubic
> pathces or quartics work to just use povray, but if you know how they work,
> you know what's happening when they don't work as you expected.
>   For example, it's possible that you know why sometimes you get black dots
> in a bicubic patch.
> 
> :>43. You never get the "camera is inside non-hollow object" warning. If you
> :>    ever get it, it's absolutely intentional. (1)
> : Or absolutely unimportant
> 
>   If don't care about that kind of warnings, then you can't consider yourself
> a hardcore povrayer ;)
> 
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/

  I have done so and would not undertake the task again unless the need were
very, very, great. Even though I have done so my largest hand coded mesh
object was minuscule in comparison to what most computer generated mesh
utilities output in quantity.



-- 
Ken Tyler

mailto://tylereng@pacbell.net


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