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Hi,
I have a list of ~400 lights with the positions x,y,z. It's a text file.
How can I get them into Moray? Typing in every single light is not the
solution.
Somebody knows a how to?
-C-H-A-R-L-E-S-
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I would sugest creating a UDO file.
You could even create program to go through your list to read all the
positions and create little points in the UDO- it would take minimal
programming. Or failing that just declaring a UDO file and hand coding
it into a cube shape to represent the area containing your lights might
work well.
Charles wrote:
>
> Hi,
>
> I have a list of ~400 lights with the positions x,y,z. It's a text file.
> How can I get them into Moray? Typing in every single light is not the
> solution.
> Somebody knows a how to?
>
> -C-H-A-R-L-E-S-
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Hi Charles, you recently wrote in moray.win:
> I have a list of ~400 lights with the positions x,y,z. It's a text file.
> How can I get them into Moray? Typing in every single light is not the
> solution. Somebody knows a how to?
You could look at the FullMoon plugin which support the Lua scripting
language. Maybe it allows you to do this (I really don't know, as I
haven't had any time to look at the plugin myself).
Other than that, adapting one of the sample plugins and recompiling is
your best bet.
- Lutz
email : lut### [at] stmuccom
Web : http://www.stmuc.com/moray
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Lutz Kretzschmar wrote:
> Hi Charles, you recently wrote in moray.win:
>
>
>> I have a list of ~400 lights with the positions x,y,z. It's a text file.
>> How can I get them into Moray? Typing in every single light is not the
>> solution. Somebody knows a how to?
>
> You could look at the FullMoon plugin which support the Lua scripting
> language. Maybe it allows you to do this (I really don't know, as I
> haven't had any time to look at the plugin myself).
>
> Other than that, adapting one of the sample plugins and recompiling is
> your best bet.
>
> - Lutz
> email : lut### [at] stmuccom
> Web : http://www.stmuc.com/moray
Hmm, little question? Why would somebody wanna have 400+ lights in a
moray file? I can't really see a use in it. And to reply to Lutz
suggestions, as far as i recall from my 'tests' with lua it is not
thought to be used as a import plugin connection. I don't think file
handling is supported. Correct me, if i'm wrong.
Happy new year from me to all of you as well.
Arne Kleinophorst
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"Arne Kleinophorst" <kle### [at] debitelnet> schrieb im Newsbeitrag
news:3A4### [at] debitelnet...
> Hmm, little question? Why would somebody wanna have 400+ lights in a
> moray file? I can't really see a use in it. And to reply to Lutz
> suggestions, as far as i recall from my 'tests' with lua it is not
> thought to be used as a import plugin connection. I don't think file
> handling is supported. Correct me, if i'm wrong.
Hi Arne,
I just want to try to get extra smooth shadows like in the arnoldish images.
So I have a dome of point lights to simulate the sky. I already tried to
have a sphere with max. ambient and radiosity, but radiosity does not work
very well in 3.1g.
To import the lights into Moray I have found this solution:
I made a little Qbasic prog that writes this:
light_source {
<0.435003, 42.5574, 103.389> I already had the 3 values
color rgb <0.01, 0.01, 0.01>
}
Then I used POV2MDL. That's it.
To all of you a happy new year!
-C-H-A-R-L-E-S-
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Arne Kleinophorst <kle### [at] debitelnet> wrote:
: Why would somebody wanna have 400+ lights in a moray file?
To test the speed of his swap disk?
To see if the computer is able to render for more than 1 week without
crashing?
I would use area lights instead.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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"Warp" <war### [at] tagpovrayorg> schrieb im Newsbeitrag
news:3a4fa7eb@news.povray.org...
> Arne Kleinophorst <kle### [at] debitelnet> wrote:
> : Why would somebody wanna have 400+ lights in a moray file?
>
> To test the speed of his swap disk?
> To see if the computer is able to render for more than 1 week without
> crashing?
>
> I would use area lights instead.
I tried this too, but the result is different. And the tracing with area
lights does take longer than with the dome of lights.
BTW, my machine does not need to swap, so the swap disk speed is not
interesting.
I can send the moray file with the lights if you wanna see yourself.
-C-H-A-R-L-E-S-
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Charles <101### [at] germanynetde> wrote:
: And the tracing with area
: lights does take longer than with the dome of lights.
If you make sure that the number of light sources (an area light creates
several light sources) is the same and you use adaptive supersampling,
the rendering should be a lot faster with area lights.
I guess that you probably created a lot more lights with the area lights
than with your point lights.
: BTW, my machine does not need to swap, so the swap disk speed is not
: interesting.
Where can I buy that type of machine? I would really like a computer that
never needs to swap.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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"Warp" <war### [at] tagpovrayorg> schrieb im Newsbeitrag
news:3a50a956@news.povray.org...
> Charles <101### [at] germanynetde> wrote:
> Where can I buy that type of machine? I would really like a computer
that
> never needs to swap.
Then try a C64 ;-)
It's not never...
Just put enough RAM in and swapping is not very often. And you have to make
changes to the memory management settings when you use Win9x.
In my opinion RAM is way more worth can CPU power.
-C-H-A-R-L-E-S-
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Charles <101### [at] germanynetde> wrote:
: In my opinion RAM is way more worth can CPU power.
Only if you are constantly swapping with your scenes.
With scenes which do not require swapping, increasing the CPU speed
decreases rendering time, but increasing memory has no effect in practice.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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