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2 May 2026 08:50:28 EDT (-0400)
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From: Steve Shelby
Subject: Re: Wishlist/features
Date: 16 Aug 2006 08:12:35
Message: <44e30bb3$1@news.povray.org>
"Lutz Kretzschmar" <lut### [at] stmuccom> wrote in message 
news:nvf5e2t7fuvev04h1o1kot0b5fkfq5q5to@4ax.com...
> Hi Steve Shelby, you recently wrote in moray.win:
>
>> 1. More node points on the rotational sweep.
> More than? There isn't currently a limit, is there?

Oops, now I'm really embarrassed.

>
>> 2. The ability to quantify the movement (translate, scale, rotate) of 
>> points
>> or faces in mesh editing.
> Quantify, as in enter an exact number?

Yes, maybe something like on the modify tab.

>
>> 3. The ability to change the center of rotation on a mesh in the mesh
>> editor.
> You could select all points and move them so that it's correctly
> centered :-)

That's true, but now that I think of it, what's needed is "local 
coordinates" for the mesh itself.

>
>> 4. A solution to this problem: when a large enough number of objects is 
>> put
>> into a scene, Moray slows down to a crawl.
> Do any of you have any scenes that are that large for me to
> play/experiment with?

When this has happened to me, I gave up and found a different way to do it. 
The last time was when using B-spline with spheres and cylinders. Here's a 
quick way I just tried that will show you what I mean: make a sphere with 24 
divisions; use "Convert to Wireframe" on it; in the duplicate dialogue 
create 9 copies of the wireframe group, with references. This slows mine 
down so much that I would not want to proceed any further.

>
>> 5. Resolve compatibility problems with certain video card drivers, for
>> instance I cannot update my ATI drivers and still use Moray 3.5. Another
>> thing I'm not sure is related, every once in a while, when I start Moray,
>> just before it opens, I get the blue screen of death, and the machine
>> reboots and goes into checkdisk.
> Boy, that one's tough. I don't really do any advanced OpenGL stuff,
> only very basic OpenGL, so I wonder why your system has this problem.

Me too.
>
Thank you,
Steve


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From: Tim Cook
Subject: Re: RFC: Wishlist/features
Date: 16 Aug 2006 11:39:53
Message: <44e33c49$1@news.povray.org>
Lutz Kretzschmar wrote:
>> - Limit selection of points in mesh edit mode to those displayed
>>    (prevent accidental selection of points not in clipped view)
> So, you use the depth settings of the GL view? That would be hard to
> take into account when selecting points.

The clipping distance is invaluable when editing meshes, particularly 
large ones.  I don't know how the OpenGL views are handled, but if the 
information regarding what depth to display is known to Moray, could a 
'if point depth isn't in this range, ignore it' work?

>> - Fit height/width, keep aspect ratio option for backdrop images
> Can you elaborate?

If the 'fit to view' backdrop option is selected, it stretches the image 
to fill the view.  Not very useful then.  The desired effect would be 
keeping aspect ratio, locking the image to the viewport so it (instead 
of the entire scene/model) could be repositioned...that in mind, an 
option to specify location of backdrop as well as scale would work.  At 
that point it'd become convenient to be able to use multiple backdrops. 
  Other concern is resolution...is that OpenGL setting, and is there a 
way to define that if detailed backdrops are used?

>> - Ability to extrude/scale face of mesh so can 'inflate/deflate'
> How is this different from inset scaling?

Ahh...ok, that is part of what I want to do, but a) doesn't move face 
along normal and b) shared edges of adjacent faces don't remain a shared 
edge.

-- 
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: Lutz Kretzschmar
Subject: Re: RFC: Wishlist/features
Date: 16 Aug 2006 23:30:14
Message: <79n7e2h1ra11ik4rdhabi2job8ac41pjh0@4ax.com>
Hi Tim Cook, you recently wrote in moray.win:

> Ahh...ok, that is part of what I want to do, but a) doesn't move face 
> along normal and b) shared edges of adjacent faces don't remain a shared 
> edge.
I'm not sure, but you might be confusing mesh operations. The mesh
editor support four (or six if you take the checkbox into account)
Face operations:

* N-Move (stands for Normal-Move)
This moves a face/faces along the face's normal (the average normal if
more than one face is selected). If "Keep Faces Together" is checked,
adjacent faces will stay attached to the face in question. if it is
unchecked, the faces will detach from the mesh. Unchecking the
checkbox and having multiple faces selected can lead to a bit weird
results.

* Extrude
This moves a face/faces along the face's normal, but adjacent faces
stay in place and are connected to the original faces with newly
created polygons. If "Keep Faces Together" is unchecked, each face
moves along its normal independantly of all other selected faces. If
it is checked, adjacent faces will stay connected and all faces will
be extruded in the direction of the average normal.

* N-Scale
This scales a face towards its center (average of points, the blue
point). The normal of the face does not change. This mode is not very
useful for multiple faces (weird results).

* Inset
This creates a new face identical to the selected face and scales the
newly created points towards (or away from) the center of the face.
The normals of the inset face are identical to the original place and
all created polygons are in the same plane as the original face.

Hope that helps. Is there an operation that you'd like that isn't
covered?

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


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From: Stephen
Subject: Re: RFC: Wishlist/features
Date: 17 Aug 2006 03:25:01
Message: <web.44e41974d1e4187af5a4f1460@news.povray.org>
Jim Henderson <nos### [at] nospamcom> wrote:
>
> 3.  Import of .pov files would be *great* - even if it was limited to just
> standard primitives and CSG-type operations.  While SDL is a very rich
> language that allows things like looping and that sort of thing, a lot of
> times I'll generate SDL using Inkscape or something like that, and being
> able to import those files into a scene I'm working on in Moray would be
> fantastic.

This is one of mine as well.

Stephen


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From: Stephen
Subject: Re: RFC: Wishlist/features
Date: 17 Aug 2006 03:30:00
Message: <web.44e41a93d1e4187af5a4f1460@news.povray.org>
Tim Cook <z99### [at] bellsouthnet> wrote:
> - Support for additional camera types

And light sources (cylinder | parallel)

> - Fix duplicate layer names when importing objects with same-named
>    layers

Gets my vote.

Stephen


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From: Thomas de Groot
Subject: Re: Wishlist/features
Date: 17 Aug 2006 08:23:35
Message: <44e45fc7$1@news.povray.org>
"Lutz Kretzschmar" <lut### [at] stmuccom> schreef in bericht 
news:scq3e2tudrh0crt8uaafom3n58ibvc4u2k@4ax.com...
>
> 1) Fix it so that it works with POV-Ray 3.6 and later. :-)
>
>

Well, most has already been mentioned earlier. Still, one thing I am missing 
is the ability to export meshes to other formats, like .obj, .sia, or 
.wings. But just .obj would already be fine.
The reason is that - while Moray isgreat for building oblects rapidly, I 
prefer (and others perhaps too) to do serious mesh editing in Silo or 
Wings3D where I can manipulate the mesh around easily. So, direct export or 
export through Poseray, would be really an improvement.

Thomas


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From: Stephen
Subject: Re: Wishlist/features
Date: 17 Aug 2006 08:35:36
Message: <ojo8e29v4a3clnig62klafisj1phmpgoh1@4ax.com>
On Thu, 17 Aug 2006 14:23:34 +0200, "Thomas de Groot"
<t.d### [at] internlnet> wrote:


>Well, most has already been mentioned earlier. Still, one thing I am missing 
>is the ability to export meshes to other formats, like .obj, .sia, or 
>.wings. But just .obj would already be fine.
>The reason is that - while Moray isgreat for building oblects rapidly, I 
>prefer (and others perhaps too) to do serious mesh editing in Silo or 
>Wings3D where I can manipulate the mesh around easily. So, direct export or 
>export through Poseray, would be really an improvement.
>
>Thomas 
>
IIRC the 3dWin plugin can do that. After several crashes I've not
reinstalled it, don't know if I can even find it :-(
But still it's a good wish.


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From: Thomas de Groot
Subject: Re: Wishlist/features
Date: 17 Aug 2006 10:54:54
Message: <44e4833e$1@news.povray.org>
"Stephen" <mcavoysATaolDOTcom@> schreef in bericht 
news:ojo8e29v4a3clnig62klafisj1phmpgoh1@4ax.com...
>>
> IIRC the 3dWin plugin can do that. After several crashes I've not
> reinstalled it, don't know if I can even find it :-(
> But still it's a good wish.

Ah! I forgot that plugin indeed. I had problems in the past with it too, and 
never reinstalled it. So, it seems to me that an integrated export by Moray 
would be a better solution.

Thomas


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From: Stephen
Subject: Re: Wishlist/features
Date: 17 Aug 2006 11:01:34
Message: <s519e2tisfdmldn9vd4fm023dfvkouna9l@4ax.com>
On Thu, 17 Aug 2006 16:54:53 +0200, "Thomas de Groot"
<t.d### [at] internlnet> wrote:

>Ah! I forgot that plugin indeed. I had problems in the past with it too, and 
>never reinstalled it. So, it seems to me that an integrated export by Moray 
>would be a better solution.

We will have to stop agreeing, so often :-)


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From: Tim Cook
Subject: Re: RFC: Wishlist/features
Date: 17 Aug 2006 11:31:34
Message: <44e48bd6$1@news.povray.org>
Lutz Kretzschmar wrote:
> I'm not sure, but you might be confusing mesh operations. The mesh
> editor support four (or six if you take the checkbox into account)
> Face operations:
> 
> * N-Move (stands for Normal-Move)
> This moves a face/faces along the face's normal (the average normal if
> more than one face is selected). If "Keep Faces Together" is checked,
> adjacent faces will stay attached to the face in question. if it is
> unchecked, the faces will detach from the mesh. Unchecking the
> checkbox and having multiple faces selected can lead to a bit weird
> results.
> * N-Scale
> This scales a face towards its center (average of points, the blue
> point). The normal of the face does not change. This mode is not very
> useful for multiple faces (weird results).

> Hope that helps. Is there an operation that you'd like that isn't
> covered?

Hmm, basically I'm looking for an operation that combines both of these 
into a single action (also *tries unchecking keep faces together with 
n-move and multiple faces selected* ooooh trippy.  if that is 
correctable so that each selected face moves independently along its own 
normal)  Not sure how overlaps should be handled, but what I want would 
produce the same result as a uniform scale on things like a sphere or 
cube, but when you try to do that with a more complex object...a good 
example of a use for what I'm doing is i.e. taking a Poser figure, 
shrinking the whole thing along its normals, then making the inner copy 
solid and the outer filled with scattering media for cheaper subsurface 
scattering (or expanding the whole thing along its normals and doing the 
same to get a 'halo' effect)

-- 
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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