POV-Ray : Newsgroups : moray.win : does MORAY export this correctly yet?? Server Time
29 Jul 2024 12:27:55 EDT (-0400)
  does MORAY export this correctly yet?? (Message 11 to 20 of 24)  
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From: Rudy Velthuis
Subject: Re: does MORAY export this correctly yet??
Date: 9 Mar 1999 07:01:35
Message: <36e50d9f.0@news.povray.org>
Alex Magidow schrieb in Nachricht <36E4A45C.28B04120@mninter.net>...
>Hey, sorry, I was just expressing respect for a very nice member of the
POV-Ray
>community. I, personally, upon running into a problem of similar
complexity,
>given up pretty quickly, and not persevered quite as much as Dearmad did. I
give
>him my complete respect, and I also give Moray my complete respect.


Hmmm, I seem to be understood wrong again. I was not criticising anyone and
I didn't feel I was being criticised by you either. Sorry if I gave anyone
that expression. I was just a bit puzzled by Ken's reply.

And I agree with you, that modellers are there to relieve us from the task
of hand-coding. I am a registered user of Moray 3.1 (although time has
prevented me from using it extensively), and I think it's a great program,
but I still don't understand the reasoning for some inconsistencies, like Z
being the up vector, and grouped light sources being de-grouped without
notice, etc. Propably they are historical reasons, mainly.

Lutz gave the reason for the degrouping of light sources, but still I'm a
bit puzzled by some aspects of the program. Maybe it's just me.

--
Rudy Velthuis


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From: Ken
Subject: Re: does MORAY export this correctly yet??
Date: 9 Mar 1999 07:27:19
Message: <36E5128B.3FA05DFF@pacbell.net>
Rudy Velthuis wrote:

> Hmmm, I seem to be understood wrong again. I was not criticising anyone and
> I didn't feel I was being criticised by you either. Sorry if I gave anyone
> that expression. I was just a bit puzzled by Ken's reply.

   Ken apologizes. He was trying to be off topically funny but
 failed to somehow convey this in his juvenile attempt at humour.
 Ken is a bad boy and I can assure you is in serious trouble now .
 I will see to it that he punished severely for his crime and make
 him promise to behave himself from now on.
 
-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Rudy Velthuis
Subject: Re: does MORAY export this correctly yet??
Date: 9 Mar 1999 13:29:38
Message: <36e56892.0@news.povray.org>
Ken schrieb in Nachricht <36E5128B.3FA05DFF@pacbell.net>...
>Rudy Velthuis wrote:
>
>> Hmmm, I seem to be understood wrong again. I was not criticising anyone
and
>> I didn't feel I was being criticised by you either. Sorry if I gave
anyone
>> that expression. I was just a bit puzzled by Ken's reply.
>
>   Ken apologizes. He was trying to be off topically funny but
> failed to somehow convey this in his juvenile attempt at humour.
> Ken is a bad boy and I can assure you is in serious trouble now .
> I will see to it that he punished severely for his crime and make
> him promise to behave himself from now on.


Heheh. It would have even been funnier if you had signed it: -- My Mother

:-)

--
Rudy Velthuis


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From: Dearmad
Subject: Re: sorta long explanation... (was my MORAY/LAZY topic)
Date: 10 Mar 1999 01:58:59
Message: <36E61925.36865F79@europa.com>
Lutz Kretzschmar wrote:
> 
> Hi Dearmad, you recently wrote in moray.win:
> 
> Thanks for the kind words. Much appreciated.
> 
> > I've been able to program around a LOT of the little oddities MORAY does
> > when it outputs scriptfiles but this one was too much for me to think of
> > a way to let my program figure out where to replace the light so it
> > tracked correctly in a particularly nasty CSG set that goes about 7
> > levels deep (due to joint needing to bend a certain way).
> Yes, and there is no way round it, because the information just where
> that light is located in the object hierarchy is not exported.
> 
> Now if you were using the plugin interface added in Moray V3.1 you'd
> be able to completely integrate Tweener into Moray......<g>

you know...?  this might be something to consider -dionnnnngggggggg-
<bells going off>

hm... well I'm committed to finishing my little cartoon project and
nearing the halfway point, but when thta's over I was looking for an
excuse to do some more programming... and that might be a tres cool
thing to do... :o)

> 
> - Lutz
>   email : lut### [at] stmuccom
>   Web   : http://www.stmuc.com/moray

-- 
Stuff for POLYRAY, some raytraced images, and
DTA can be found at:
http://www.europa.ccom/~dearmad


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From: Dearmad
Subject: Re: does MORAY export this correctly yet??
Date: 10 Mar 1999 02:01:23
Message: <36E619B4.C50C7ECC@europa.com>
Rudy Velthuis wrote:
> 
> Ken schrieb in Nachricht <36E5128B.3FA05DFF@pacbell.net>...
> >Rudy Velthuis wrote:
> >
> >> Hmmm, I seem to be understood wrong again. I was not criticising anyone
> and
> >> I didn't feel I was being criticised by you either. Sorry if I gave
> anyone
> >> that expression. I was just a bit puzzled by Ken's reply.
> >
> >   Ken apologizes. He was trying to be off topically funny but
> > failed to somehow convey this in his juvenile attempt at humour.
> > Ken is a bad boy and I can assure you is in serious trouble now .
> > I will see to it that he punished severely for his crime and make
> > him promise to behave himself from now on.
> 
> Heheh. It would have even been funnier if you had signed it: -- My Mother
> 

then again... *REAL* mothers punishing *really* naughty little boys
might not bother to sign at all...

Ken?  You there Ken?  Ken!?!?!?


<snip>
-- 
Stuff for POLYRAY, some raytraced images, and
DTA can be found at:
http://www.europa.ccom/~dearmad


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From: Ken
Subject: Re: does MORAY export this correctly yet??
Date: 10 Mar 1999 09:11:15
Message: <36E67C84.9AE8E9E6@pacbell.net>
Dearmad wrote:

> then again... *REAL* mothers punishing *really* naughty little boys
> might not bother to sign at all...
> 
> Ken?  You there Ken?  Ken!?!?!?

Ratboy has been chained in the cellar until this weekend. If he
behaves himself I might even feed him someting next week.

Ken's (a.k.a. Ratboy ) Mother


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From: Charles
Subject: Re: light_sources that can group (possible workaround)
Date: 10 Mar 1999 20:08:16
Message: <36E71625.39CEEDA1@enter.net>
Admittedly, it will be cool to see light_sources stay with any
group/CSG they're put with (would also be semi-cool to be able to
group cameras... why? consider a robot or spacecraft with cameras
physically attached to them so you can show scenes from their
perspective, or a mannekin with a camera in its head --- built 
with IK and transform limits so you can pose it as a character in
your scene, then switch cameras to "see" things from its 
perspective). 

But back to the topic at hand: until that revision, there is
a workaround if you've got a gotta-do-now type project. Three
observations:

1. Light_sources can be declared objects.
2. UDO's can point to declared objects.
3. UDO references stay put when you group or CSG with them

Just did a quickie test... seems to work. A simple, basic UDO 
to stand in for a light source is a fairly easily hand-made thing 
and transforming the UDO transforms the light_source appropriately.
Might work for you in the here and now.

(Sadly, there are limits on what you can do with a #declare'd
camera, so the same technique doesn't adapt to cameras, but it 
may to work for what you're describing...)

Charles
-- 
Fusner's Galleries - http://www.enter.net/~cfusner
"A conclusion is simply where you got tired of thinking."


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From: Dearmad
Subject: Re: light_sources that can group (possible workaround)
Date: 10 Mar 1999 21:06:52
Message: <36E7262E.BB9779A3@europa.com>
Charles wrote:
> 
> Admittedly, it will be cool to see light_sources stay with any
> group/CSG they're put with (would also be semi-cool to be able to
> group cameras... why? consider a robot or spacecraft with cameras
> physically attached to them so you can show scenes from their
> perspective, or a mannekin with a camera in its head --- built
> with IK and transform limits so you can pose it as a character in
> your scene, then switch cameras to "see" things from its
> perspective).
> 
> But back to the topic at hand: until that revision, there is
> a workaround if you've got a gotta-do-now type project. Three
> observations:
> 
> 1. Light_sources can be declared objects.
> 2. UDO's can point to declared objects.
> 3. UDO references stay put when you group or CSG with them

Yes, it does.  Just the solution I came up with after awhile too, and
yes I'll second your positive findings as working!  Thank goodness!  So
my animation is off and continiug...

> 
> Just did a quickie test... seems to work. A simple, basic UDO
> to stand in for a light source is a fairly easily hand-made thing
> and transforming the UDO transforms the light_source appropriately.
> Might work for you in the here and now.
> 
> (Sadly, there are limits on what you can do with a #declare'd
> camera, so the same technique doesn't adapt to cameras, but it
> may to work for what you're describing...)

Not that *I* care! :o)  the LIGHT problem is as good as solved- this
sort of "workaround" is nothing compared to some of the mangly band-aids
I've slapped together to keep things from falling apart as the "prject"
goes marching on... :o)

Thanks for the input, Charles.

-Peter
-- 
Stuff for POLYRAY, some raytraced images, and
DTA can be found at:
http://www.europa.ccom/~dearmad


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From: Dearmad
Subject: BWAHAHAHAA... but GET this... :o)
Date: 10 Mar 1999 21:35:42
Message: <36E72CF1.9490CE98@europa.com>
Yeah the below works but this brought up another -er- feature of MORAY
when exporting to POLYRAY...

it DEFINES the referenced UDO object as:

name*_REF*

between the *'s is moray's added, however when it actually CALLS the
object (3 lines later) it drops the _Ref it added so get nothing- until
you go in and hand edit the little sucker.  I discovered this after
placing about three hundred 3d letters once that were included UDO's... 
I look back laugh now, but...

hehe, it's things like this that keep this hobby alive...

Dearmad wrote:
> 
> Charles wrote:
> >
> > Admittedly, it will be cool to see light_sources stay with any
> > group/CSG they're put with (would also be semi-cool to be able to
> > group cameras... why? consider a robot or spacecraft with cameras
> > physically attached to them so you can show scenes from their
> > perspective, or a mannekin with a camera in its head --- built
> > with IK and transform limits so you can pose it as a character in
> > your scene, then switch cameras to "see" things from its
> > perspective).
> >
> > But back to the topic at hand: until that revision, there is
> > a workaround if you've got a gotta-do-now type project. Three
> > observations:
> >
> > 1. Light_sources can be declared objects.
> > 2. UDO's can point to declared objects.
> > 3. UDO references stay put when you group or CSG with them
> 
> Yes, it does.  Just the solution I came up with after awhile too, and
> yes I'll second your positive findings as working!  Thank goodness!  So
> my animation is off and continiug...
> 
> >
> > Just did a quickie test... seems to work. A simple, basic UDO
> > to stand in for a light source is a fairly easily hand-made thing
> > and transforming the UDO transforms the light_source appropriately.
> > Might work for you in the here and now.
> >
> > (Sadly, there are limits on what you can do with a #declare'd
> > camera, so the same technique doesn't adapt to cameras, but it
> > may to work for what you're describing...)
> 
> Not that *I* care! :o)  the LIGHT problem is as good as solved- this
> sort of "workaround" is nothing compared to some of the mangly band-aids
> I've slapped together to keep things from falling apart as the "prject"
> goes marching on... :o)
> 


-- 
Stuff for POLYRAY, some raytraced images, and
DTA can be found at:
http://www.europa.ccom/~dearmad


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From: Ken
Subject: Re: light_sources that can group (possible workaround)
Date: 10 Mar 1999 21:37:28
Message: <36E72B38.DB51E18B@pacbell.net>
Dearmad wrote:
> 
> -Peter
> --
> Stuff for POLYRAY, some raytraced images, and
> DTA can be found at:
> http://www.europa.ccom/~dearmad

Er, umm, ah Mr. Dearmad Sir.,

Two quick items to discuss with you.

Did you know that the link to your page is mispelled ?
.COM only needs one "C" to make it work.

  Secondly you sent me a copy of dta32 when it was brand new and right
out of the box so to speak and at the time I thought it was odd there
was no command reference for it. I stopped by your site this morning,
after debunking your bad link, to see if perhaps this oversite had
been corrected. Alas and to my dismay the package and version you have
at your site is as devoid of information as the one I have.

 Is there a reference list of possible commands available somewhere ?

 If so where might that be ?

 If not why not ?

 I get the normal quick list if I just type dta32 at the command prompt
but even the older version had that and a reference too. It seems the
two versions are not structured the same and I would like to know what
the features and capabilities of the program are so that I may evaluate
it to it's fullest extint. Without docs I con't even know where to send
registration money to if I decide to keep it. That should be motivation
enough for Mr. Mason to get at least a small doc on the subject together.

Thank you for your time Mr. Dearmad Sir..

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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