POV-Ray : Newsgroups : povray.advanced-users : Hardcore povrayer test : Re: Enhanced hardcore povrayer test Server Time
30 Jul 2024 18:23:06 EDT (-0400)
  Re: Enhanced hardcore povrayer test  
From: Nieminen Mika
Date: 15 Jun 1999 02:06:54
Message: <3765ed7e@news.povray.org>
I added Ron's suggestions. Thanks Ron.
  I also corrected the allegation 20. You got a point.
  I still think that the allegations should score 1 to 3 points. I think
it's much more notorious to be able to code all the Colefax's includes than
just know the format of a df3 file.
  The scores are my personal estimations. If you disagree on some of them
(too low or too high), I'll be glad to listen.
  With this new test my personal score is now 25. (The new questions start
from question 47, if you want to make the test again.)

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 of the povray manual are very clear and you understand
    them perfectly (and you might use them to choose your light source
    types). (1)
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 know which .c and .h files you must change to add a keyword to
    the parser. (1)
48. You can add a keyword and get it right the first time. (2)
49. You know which .c file contains the functionality for each aspect of
    the renderer. (1)
50. You can find a bug in the renderer source code given just a description
    of the symptoms and without using a debugger. (2)
51. You know BOTH reasons why a mesh can't be used in CSG. (1)
52. You know that 'merge' doesn't have to be a primitive CSG operation
    and can recite the equivalent sequence of intersections, unions, and
    inverses. (1)
53. You know that 'difference' isn't a primitive CSG operation and you
    know how POV represents one internally. (1)
54. You understand how 'bounded_by' _really_ works. (1)
55. You know that a height_field has an inside and how it is defined. (1)
56. You've written your own include file and distributed it on the net. (1)
57. Your include file used one or more of the following: macros, arrays,
    vector algebra (vnormalize, vdot, vcross) (1)
58. You understand all the options to 'media' without having to look in
    the manual. (1)
59. You scored in each one of the previous allegations. (10)
60. You didn't know the answer to one of the above questions so you tried
    to find it in the manual. (1)
61. You didn't know the answer to one of the above questions so you tried
    to find it in the source code. (1)
62. You didn't know that 'merge' wasn't a primitive but now that you do
    you have worked it out for yourself. (1)
63. You are one of the POV-Team. (3)



-- 
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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