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news:2k4est0t32dm5vtdvej12uqi56obmfl6pt@4ax.com...
> Hi none.provided.net, you recently wrote in moray.win:
>
> > Might you take a moment to elaborate on this?
> POV-Ray 3.5 has very many new features that we will not be able to
> support for the next version (time and expense).
>
> Which of those features we will be supporting depends partly on the
> feedback we get and on the complexity of the features.
Could we get a list of features you are thinking about to be supported,
perhaps some easy to implement, and some not so easy but possible,
so we could have a glimpse of Moray's future?
IMHO, that would make things easier.
Bye.
--
Txemi Jendrix
tji### [at] euskalnetnet
http://www.geocities.com/txemijendrix
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Hi Txemi Jendrix, you recently wrote in moray.win:
> Could we get a list of features you are thinking about to be supported,
> perhaps some easy to implement, and some not so easy but possible,
> so we could have a glimpse of Moray's future?
But if I do that you will get a wrong impression of Moray's future,
since things that maybe many users would like won't be on that list,
whereas if they sent in their wish by email it might become a reality.
Having said that, I will tell you what we have already implemented:
- photon support (global settings and per object)
- no_image and no_reflection flags
- new radiosity variables
- mesh2 support
- uv mapping (for mesh2, box and sphere, including OpenGL preview).
Markus is working on the Material Editor, so I can't comment on what
he's done so far.
As to what we plan to implement, I won't comment but it is important
that anyone that feels the strong need for a feature should write to
us about it (if he hasn't done so already).
Regards,
- Lutz
email : lut### [at] stmuccom
Web : http://www.stmuc.com/moray
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Lutz Kretzschmar <lut### [at] stmuccom> wrote:
: - photon support (global settings and per object)
I suppose that it will also be possible to tune photons in light sources
as well? (Often you need to, for example, turn off photons for a certain
light source.)
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Hi Warp, you recently wrote in moray.win:
> I suppose that it will also be possible to tune photons in light sources
> as well?
Yes, so far I only allow reflection and refraction to be turned on for
light_sources. The docs (6.10.3) are not clear about the effect of
'global' and it is not specified in the formal light_photon_block but
used in the example....
Do you think that reflection and refraction is enough for a light
source?
- Lutz
email : lut### [at] stmuccom
Web : http://www.stmuc.com/moray
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Lutz Kretzschmar <lut### [at] stmuccom> wrote:
: Do you think that reflection and refraction is enough for a light
: source?
Perhaps also the area_light switch could be good (sometimes you want an
area light to shoot photons as an area light, but sometimes you don't).
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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> Having said that, I will tell you what we have already implemented:
> - photon support (global settings and per object)
Hurrah!
> - mesh2 support
> - uv mapping (for mesh2, box and sphere, including OpenGL preview).
Not sure how much use of those two I'll make, but it can't hurt to have
the option :)
> Markus is working on the Material Editor, so I can't comment on what
> he's done so far.
>
> As to what we plan to implement, I won't comment but it is important
> that anyone that feels the strong need for a feature should write to
> us about it (if he hasn't done so already).
Well I've already written, but it can't hurt to ask here too.
Blobs! Please please please please please?
Bye for now,
Jamie
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> Blobs! Please please please please please?
dang forgot about them - hell yes - blobs!!
--
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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"Lutz Kretzschmar" <lut### [at] stmuccom> wrote in message
news:itblstsjru01grdrqe60rttencr3v4ij8b@4ax.com...
> The difficulty would not be the function parser, but visualizing the
> surface. Of course, I could just supply an edit box for the and pass
> it verbatim to POV-Ray, but that's asking for trouble....
I'd imagine that trying to code in OpenGL support for that would be a
hellish experience.
-Ian
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"Lutz Kretzschmar" <lut### [at] stmuccom> wrote in message
news:bhrnst46okvdvutem955oq4pbc1deh4aa3@4ax.com...
> - photon support (global settings and per object)
YEAH!
> - uv mapping (for mesh2, box and sphere, including OpenGL preview).
You rule :-)
I've always wanted to make a scene with some Quake enemies, but could never
piece the textures together right...
-Ian
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anoop wrote:
>
> ...
> mmm...actually, the best at this stage, would probably be 3ds import
> in Moray mdl form. But, I think, Baier is already working on that.
Many 3ds files can be directly imported into Moray using my mesh plugin
look in "downloads" at http://xan-der.tripod.com
Xander
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