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abx### [at] abxartpl news:pe91kvsssl0rid9nikg23qupc92hp6arr8@4ax.com
> And please note, you did not proposed patch. You usually imagine/propose
> _feature_ and only promise patches :-)
And my SpecFlar is what, an FPP game ;) ?
Yes it is as separate program. I wrote in only in 3 hourse (one day
including test image screation and render).
I use MinGW and if pov 3.5 can't be yet compiled by it - it's a problem for
me if I want to change pov code.
> Why ? If you can output it with 16 bit per color resolution in
> format readable for other image manipulation apps why to introduce
In with format can I store informations about RGB each pixel, is it a light
source and how bright, is this an hit-point of monster for my game, what is
normal of this pixel, how far is it from camera.
It would need about 5 channels.
And yes, this is usefully, if arguemnt about monster in game etc is'nt so
good for graph artistis, I hope a little demo I'm making would be
interesting.
This demo requires RGB + normal FT data, but I will fake it using pov 3.5
in two renders (one for actual RGB, second to gather FT data).
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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