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news:3c6c34d8@news.povray.org...
> I'm sorry to hear that you are changing to OpenGL only. I find that quite
> often the Moray wireframe view makes it easier to see what is what.
> Sometimes in a scene with a large number of small objects, in openGL there
> is a forest of red, green, and blue axes that make it impossible to see
the
> objects.
Same opinion here.
--
Txemi Jendrix
tji### [at] euskalnet net
http://www.geocities.com/txemijendrix
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Hi Txemi Jendrix, you recently wrote in moray.win:
> Same opinion here.
Guys, give me some credit here :-) The wireframe representation
available in Moray will also be available in OpenGL. And the speed is
the same for software OpenGL rendering (hardware-accelerated obviously
blows current Moray redraw speeds totally out of the water).
Besides, what you'll get in return for giving up Morays internal
drawing will more than make up, I promise ;-)
Cheers,
- Lutz
email : lut### [at] stmuc com
Web : http://www.stmuc.com/moray
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Hi Steve Shelby, you recently wrote in moray.win:
> Could I overcome this problem by making the snake as a series of several
> separate IK chains of, say, 30 levels each, connected end to end, but each
> chain separate in its IK function?
Hmmm. Well, you can't connect it end to end without nesting is, so no,
I don't think that would work.
> If I used hamaPatch to create rings of scales that were
> only one object each, rather than 15, would that speed up rendering?
That would definitely help redraw speed and IK solving speed a lot,
yes. I'm pretty sure it won't do too much for POV-Rays rendering
speed, though..... I might be wrong, though, since it may be able to
bound one object more efficiently, or it won't have to calculate as
many intersections....
> Sometimes in a scene with a large number of small objects, in openGL there
> is a forest of red, green, and blue axes that make it impossible to see the
> objects.
This is being addressed. It's actually a "feature" or byproduct of
using OpenGL. Moray does not draw a subobjects local axis, whereas the
OpenGL view does (which I preferred). But it can lead to problems with
objects such as yours, where there are too many objects. It will be
changed so that this will not be a problem.
Wait until the beta and then let me know whether you like it, or
not....
- Lutz
email : lut### [at] stmuc com
Web : http://www.stmuc.com/moray
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Lutz,
Thank you for answering my questions.
When the new beta comes out, will it be possible to have it and the current
version both on the same computer at the same time?
Steve
Lutz Kretzschmar <lut### [at] stmuc com> wrote in message
news:ehho6ucv25tf8k6cgjbdin6msh2s94tms5@4ax.com...
> Hi Steve Shelby, you recently wrote in moray.win:
>
> > Could I overcome this problem by making the snake as a series of several
> > separate IK chains of, say, 30 levels each, connected end to end, but
each
> > chain separate in its IK function?
> Hmmm. Well, you can't connect it end to end without nesting is, so no,
> I don't think that would work.
>
> > If I used hamaPatch to create rings of scales that were
> > only one object each, rather than 15, would that speed up rendering?
> That would definitely help redraw speed and IK solving speed a lot,
> yes. I'm pretty sure it won't do too much for POV-Rays rendering
> speed, though..... I might be wrong, though, since it may be able to
> bound one object more efficiently, or it won't have to calculate as
> many intersections....
>
> > Sometimes in a scene with a large number of small objects, in openGL
there
> > is a forest of red, green, and blue axes that make it impossible to see
the
> > objects.
> This is being addressed. It's actually a "feature" or byproduct of
> using OpenGL. Moray does not draw a subobjects local axis, whereas the
> OpenGL view does (which I preferred). But it can lead to problems with
> objects such as yours, where there are too many objects. It will be
> changed so that this will not be a problem.
>
> Wait until the beta and then let me know whether you like it, or
> not....
>
> - Lutz
> email : lut### [at] stmuc com
> Web : http://www.stmuc.com/moray
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Hi Steve Shelby, you recently wrote in moray.win:
> When the new beta comes out, will it be possible to have it and the current
> version both on the same computer at the same time?
Yes, I think it will. But any MDL files that you save in the beta will
not be readable by V3.3 any more. So once you work on scenes with the
new beta there is no going back to the old V3.3.
- Lutz
email : lut### [at] stmuc com
Web : http://www.stmuc.com/moray
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> > When the new beta comes out, will it be possible to have it and the
current
> > version both on the same computer at the same time?
> Yes, I think it will. But any MDL files that you save in the beta will
> not be readable by V3.3 any more. So once you work on scenes with the
> new beta there is no going back to the old V3.3.
no export to old moray?
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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news:t9ho6u02s8tif6is7fgick29v4qm356u5f@4ax.com...
> Guys, give me some credit here :-) The wireframe representation
> available in Moray will also be available in OpenGL. And the speed is
> the same for software OpenGL rendering (hardware-accelerated obviously
> blows current Moray redraw speeds totally out of the water).
Well, those are good news. You got the credit (from me, at least).
> Besides, what you'll get in return for giving up Morays internal
> drawing will more than make up, I promise ;-)
Are you talking 'bout textures in OpenGL, or maybe UV-mapping
representation, or... ? (sorry, I couldn't resist asking).
Well Lutz, we will continue waiting to see the results of your efforts (and
praying for the next beta (12) to solve the problems with bicubic patches,
cameras...) .
Bye.
--
Txemi Jendrix
tji### [at] euskalnet net
http://www.geocities.com/txemijendrix
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> I have been working on an IK snake, and have developed an incredibly
> realistic looking snake body (see my posted file, snakesample.bmp, in
> moray.binaries). The problem is that apparently it has too many objects
> (each scale is a bezier patch). The part pictured is about half of it, an it
> has no head yet, and it takes about 15 minutes to render. I made the middle
> and tail in three sections, and when I put them together, Moray shuts down.
> So, to render the entire snake appears to be an impossibility, let alone
> making an animation, which was what I set out to do.
> I just downloaded hamaPatch to see what I can do with it. If I could make
> each ring of scales as a single patch, reducing the number of objects to
> 1/15 of what it is now, would that make a difference?
> Any suggestions would be appreciated. I have a very strong desire to solve
> this problem.
Have you tried making a single scale and using the duplicate as
references option in Moray to make the other scales?
Just a thought as I don't know how feasible that would be for your
current setup.
Bye for now,
Jamie.
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Jamie,
The snake is constructed of rings made up of about 15 scales each, the first
one being a regular object and the other 14 being reference objects. I don't
know if there is a way to make them ALL reference objects or not, but it may
be worth looking into.
Steve
Jamie Davison <jam### [at] ntlworld com> wrote in message
news:MPG.16d79ef3993fc939989adb@news.povray.org...
>
> Have you tried making a single scale and using the duplicate as
> references option in Moray to make the other scales?
>
> Just a thought as I don't know how feasible that would be for your
> current setup.
>
> Bye for now,
> Jamie.
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Hi Rick [Kitty5], you recently wrote in moray.win:
> no export to old moray?
Nope.
- Lutz
email : lut### [at] stmuc com
Web : http://www.stmuc.com/moray
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