POV-Ray : Newsgroups : povray.binaries.images : The it structure.... : Re: The it structure.... Server Time
15 Aug 2024 06:16:51 EDT (-0400)
  Re: The it structure....  
From: Peter Hertel
Date: 27 Jul 2002 13:42:00
Message: <3d42db68@news.povray.org>
> > (not speaking for myself of course, I'm just a plain nerd
> > who doesn't wear glasses hahah)
>
> A real nerd does not *have* to wear glasses.. For example, I don't.. ;o)
As
> for the picture, it's nice to see when people try serious scripting,
because
> it will definitely help them do a lot more things, that used to be out of
> reach. This applies to every aspect of using a computer. Of course, this
> also works the other way around: Some things are done better with a
> graphical interface.

I wear glasses.. That ought to give me some extra nerd points ain't it?
They're pretty strong too 8-)
I've always preferred to handcode (apart from when I just started with POV,
that was painful ;-), well, anyway.. just started modelling with
Wings3D, I'm trying to do the stuff I've been unable to create in POV-Ray,
(heads, and my logitech cordless mouseman wheel mouse :), pretty funny and a
lot different way to model than I'm used to, at my stage I find it hard
to achive what I want, though ;-)

> Beware though, that some things in POV can be scripted several ways, but
> results in various render speed.. For example, I'm always cautious with
> difference{} because sometimes the better alternative is to use 3 or 5
> objects without a CSG operation. But in this case, with the dome, a
> difference{} seems to be the best way.  :o)

An even faster way than difference and intersection is to use clipped_by to
cut an object in half.. like this
    sphere {0,1
    clipped_by {box {<-1,0,-1>,1}}
    pigment {rgb 1}
    }
A simple test I did just now showed that this method rendered about 1/3
faster than difference or intersection.
;]

To the artist: Great work with 'it'! And keep up the scripting, in the end
it will pay off, like Apache said!

-Peter


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