POV-Ray : Newsgroups : povray.programming : Python and POVRay : Re: Python and POVRay Server Time
28 Jul 2024 14:24:10 EDT (-0400)
  Re: Python and POVRay  
From: Maan M  Hamze
Date: 21 Aug 2001 11:24:49
Message: <3b827d41@news.povray.org>
Vadim
Breeze Designer 2.07 and later extends the use of Macros into using any
installed ActiveX scripting Engine (Mark Hammond's EXCELLENT ActiveState
PythonWin distribution provides such an engine:    www.activestate.com)
Check Breeze Designer's page at:
http://www.imagos.fl.net.au/
Go to Development and then Macro Reference:  Quote:
Macro Language Reference
Breeze Designer 2.0.7 and later now use the Microsoft ActiveScript engine to
run macros. This means macros may be written in Visual BASIC, JavaScript,
PerlScript or **PythonScript** depending on the interpreters loaded.
No updates are shown for this modeller, which is a shame.  It is quite a
one-man ambitious project with so much potential.
Maan

"Vadim Sytnikov" <syt### [at] rucom> wrote in message
news:3b823b0c@news.povray.org...
> The Breeze Designer I knew did not allow for that...
>
> Which version? Any pointers?
>
> "Maan M. Hamze" <mmh### [at] pleiadesnet> wrote in message
> news:3b81401a@news.povray.org...
> > Just a note:
> > Did you check Breeze Designer?  It allows for using any script language
> > including Python, if the ActiveX scripting engine is installed on
Windows.
> > Maan
> >
> > "Risto Varanka" <var### [at] ikifi> wrote in message
> > news:3b5aefeb@news.povray.org...
> > > Funny, I was just about to restart work on my Python project for
> > > creating .pov files when I came across this thread ;)
> > >
> > > Creating our scenes using programming languages is a rather
> > > interesting subject, because programming languages are
> > > extremely powerful. We can define the scene in our own
> > > concepts and build our own interfaces. We can integrate with the
> > > rest of the OS platform, eg. to visualize IP router or WWW server
> > > logs :) I had been thinking of many of the ideas people proposed
> > > in this thread, it only strikes me as funny that nobody proposed
> > > reading the objects etc. to render from a SQL database ;)
> > >
> > > The Povray scene description language can be fairly simple and bare
> > > bone, as we can always create our own complex systems to describe
> > > scenes. However, I doubt if another, general purpose scene
> > > description language can be that useful. Povray users will use
> > > the software for very different things, and they like to work
> > > at various abstraction levels, for various aspects of their
> > > scenes. I like to do stuff like
> > >
> > > for i in range(24):
> > >         angle = i * pi / 12
> > >         x = cos(angle)
> > >         y = sin(angle)
> > >         bigtower(30 * x, 30 * y)
> > >
> > > Which will place 24 towers with detailed decorations in a circle...
> > > could be extended to put connectors between them, etc.
> > >
> > > I use a simple Python program(s) to write the objects in a .pov file.
> > > It is in procedural style and doesn't do very much yet, but it's
> > > quite handy for my purposes.
> > >
> > > But my project is more than that: it's a complete solution for
> > > handling Povray projects. I use Python, shell scripts and make
> > > to create the .pov file and render it. I'll need to add creating
> > > new projects and archiving existing ones to it.
> > >
> > > I thought it could be added to the Debian GNU/Linux distribution
> > > as a package. I think you could run it on other platforms as well,
> > > because UNIX-like environments are available there. I gather there
> > > are similar projects out there, so maybe I'll just do some minor
> > > contributions to one, instead of reinventing the wheel.
> > >
> > > --
> > > Risto Varanka
> > >
> > >
> >
> >
>
>


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