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From: ZuluNiner
Subject: Re: Text Object Problems
Date: 5 May 1999 14:56:44
Message: <3730865c.0@news.povray.org>
*sigh*

Thanks for the attempt, Ken.  But All this does is give me error messages
(Wrong editor DLL version.)

And besides, the symbol I'm trying to use in the font in question is mapped
to the character 'h' so it should be affected by this issue.

--
ZuluNiner
(aka Calin/Runesinger)
ZuluNiner at fuckyou dot co dot uk


Ken <tyl### [at] pacbellnet> wrote in message
news:37307293.DC9FA0F5@pacbell.net...
> ZuluNiner wrote:
> >
> > Does anyone know what it is about certain fonts that prevents POV from
> > reading them properly??
> >
> > I have a dingbat font that I'm trying to use to create an object (logo)
in
> > an image, and although POV seems to work just fine with the majority of
the
> > fonts on my system, there are a few that POV just can't seem to read.
(I
> > get boxes instead of the symbol I was expecting when using those fonts.)
> >
> > Note, no other software I have has problems with these fonts, not even
> > Moray, which I'm using as a modeler.  The wireframe shows up exactly as
I
> > expected in Moray, but when I render, I get the box instead of the
symbol.
> >
> > Any info appreciated.
> >
> > --
> > ZuluNiner
> > (aka Calin/Runesinger)
> > ZuluNiner at fuckyou dot co dot uk
>
>   It has mainly to do with the windows version from my understanding and
the
> amount of work it would take to fix it is more than the team is willing to
> put into to it right now. It is mainly fonts that go above the lower 128
> characters mark. If you are intent upon using these fonts in pov and don't
> mind using a patched version of Pov-Ray there is a patch available that
> address the unicode fonts issue.
>
>   Take a look here for more information on the patch and the problems
> it was made to fix.
>
> http://www.geocities.com/SiliconValley/Network/4453/unipatch/
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net


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From: ZuluNiner
Subject: Re: Text Object Problems
Date: 5 May 1999 15:00:35
Message: <37308743.0@news.povray.org>
Oddly enough, though.  I tried ignoring the errors and running the scene,
anyway, and it rendered properly.

Hmm.

Thanks for the tip.

--
ZuluNiner
(aka Calin/Runesinger)
ZuluNiner at fuckyou dot co dot uk


ZuluNiner <ZuluNiner*@*fuckyou.co.uk> wrote in message
news:3730865c.0@news.povray.org...
> *sigh*
>
> Thanks for the attempt, Ken.  But All this does is give me error messages
> (Wrong editor DLL version.)
>
> And besides, the symbol I'm trying to use in the font in question is
mapped
> to the character 'h' so it should be affected by this issue.
>
> --
> ZuluNiner
> (aka Calin/Runesinger)
> ZuluNiner at fuckyou dot co dot uk
>
>
> Ken <tyl### [at] pacbellnet> wrote in message
> news:37307293.DC9FA0F5@pacbell.net...
> > ZuluNiner wrote:
> > >
> > > Does anyone know what it is about certain fonts that prevents POV from
> > > reading them properly??
> > >
> > > I have a dingbat font that I'm trying to use to create an object
(logo)
> in
> > > an image, and although POV seems to work just fine with the majority
of
> the
> > > fonts on my system, there are a few that POV just can't seem to read.
> (I
> > > get boxes instead of the symbol I was expecting when using those
fonts.)
> > >
> > > Note, no other software I have has problems with these fonts, not even
> > > Moray, which I'm using as a modeler.  The wireframe shows up exactly
as
> I
> > > expected in Moray, but when I render, I get the box instead of the
> symbol.
> > >
> > > Any info appreciated.
> > >
> > > --
> > > ZuluNiner
> > > (aka Calin/Runesinger)
> > > ZuluNiner at fuckyou dot co dot uk
> >
> >   It has mainly to do with the windows version from my understanding and
> the
> > amount of work it would take to fix it is more than the team is willing
to
> > put into to it right now. It is mainly fonts that go above the lower 128
> > characters mark. If you are intent upon using these fonts in pov and
don't
> > mind using a patched version of Pov-Ray there is a patch available that
> > address the unicode fonts issue.
> >
> >   Take a look here for more information on the patch and the problems
> > it was made to fix.
> >
> > http://www.geocities.com/SiliconValley/Network/4453/unipatch/
> >
> > --
> > Ken Tyler
> >
> > mailto://tylereng@pacbell.net
>
>


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From: Gail Shaw
Subject: Re: Text Object Problems
Date: 5 May 1999 17:53:59
Message: <3730afe7.0@news.povray.org>
ZuluNiner wrote in message <3730865c.0@news.povray.org>...
>*sigh*
>
>Thanks for the attempt, Ken.  But All this does is give me error messages
>(Wrong editor DLL version.)
>


this is the editor dll it's talking about. I'm assuming the patched version
was based
on pov 3.1 a, b, c or d and you are using pov 3.1 e.

there was some comment about it in povray.windows if you are interested,
otherwise
you can edit in the official version and just use the patched version to
render.

The photon patch and the superpatch versions have the same problem.

Gail
*******************************************************************
* gsh### [at] monotixcoza              * ERROR: COFFEE.COM not found  *
* http://www.rucus.ru.ac.za/~gail/ * Insert cup and press any key *
*******************************************************************
   My Software never has bugs, It just develops random features
*******************************************************************


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From: Julius Klatte
Subject: Re: Text Object Problems
Date: 12 May 1999 18:15:30
Message: <3739ef72.0@news.povray.org>
Another thing you might try instead of a patch is to type
your dingbat character in about 300pt or something, do a
screen shot and save the image as a POV-heightfield
compatible image like gif.

The rest should speak for itself, but I'll tell it anyway.
Make a heightfield object in pov and use the image of the
character as a heightfield. Scale to fit with the other text
(?)

Might be worth a try

Julius

>I have a dingbat font that I'm trying to use to create an
object (logo) in
>an image, and although POV seems to work just fine with the
majority of the
>fonts on my system, there are a few that POV just can't
seem to read.  (I
>get boxes instead of the symbol I was expecting when using
those fonts.)


Post a reply to this message

From: ZuluNiner
Subject: Re: Text Object Problems
Date: 13 May 1999 15:55:54
Message: <373b203a.0@news.povray.org>
That's what I ended up doing (before I got the response about the patched
POV version.)

It's just kind of frustrating that a feature I waited for  awhile doesn't
quite work right, you know.  Font definitions would just give MUCH smoother
edges than heightfields.

--
ZuluNiner
(aka Calin/Runesinger)
ZuluNiner at fuckyou dot co dot uk


Julius Klatte <jku### [at] hotmailcom> wrote in message
news:3739ef72.0@news.povray.org...
> Another thing you might try instead of a patch is to type
> your dingbat character in about 300pt or something, do a
> screen shot and save the image as a POV-heightfield
> compatible image like gif.
>
> The rest should speak for itself, but I'll tell it anyway.
> Make a heightfield object in pov and use the image of the
> character as a heightfield. Scale to fit with the other text
> (?)
>
> Might be worth a try
>
> Julius
>
> >I have a dingbat font that I'm trying to use to create an
> object (logo) in
> >an image, and although POV seems to work just fine with the
> majority of the
> >fonts on my system, there are a few that POV just can't
> seem to read.  (I
> >get boxes instead of the symbol I was expecting when using
> those fonts.)
>
>
>


Post a reply to this message

From: Julius Klatte
Subject: Re: Text Object Problems
Date: 14 May 1999 20:11:43
Message: <373cadaf.0@news.povray.org>
>Font definitions would just give MUCH smoother
>edges than heightfields.

Is the difference really noticable if you use a high-res
image in a smoothed heightfield?


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From: Rune S  Johansen
Subject: Re: Text Object Problems
Date: 15 May 1999 12:21:43
Message: <373d9107.0@news.povray.org>
Julius Klatte wrote:
>
>>Font definitions would just give MUCH smoother
>>edges than heightfields.
>
>Is the difference really noticable if you use a high-res
>image in a smoothed heightfield?

If I remember correctly, almost horizontal heightfield surfaces are not
smooth even when the "smooth" keyword is used.

Maybe the problem could be solved if the letter is dark gray on black
instead of white on black. Then you could skale it afterwards.

Greetings,

Rune S. Johansen

---
My POV-Ray 3D Gallery, the POV Desktop Theme,
and the compiled list
"you know you have been raytracing too long when..."
at http://hjem.get2net.dk/rsj


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From: Bob Hughes
Subject: Re: Text Object Problems
Date: 16 May 1999 09:19:35
Message: <373EB7D5.D5C60843@aol.com>
Think you meant to say vertical instead of horizontal as in hf aspects.
Perpendicular to the plane of the heightfield in other words. And I
believe you may be right about the unsmooth quality of such. Smoothing
goes from one pixel square to the next *across* the face of the hf, so the
vertical or perpendicular surfaces are always potentially a large distance
from each other the sharper the edge is.
Hmmm, and now that I've done said that... smoothing will go parallel to
the plane of the hf at least.


"Rune S. Johansen" wrote:
> 
> Julius Klatte wrote:
> >
> >>Font definitions would just give MUCH smoother
> >>edges than heightfields.
> >
> >Is the difference really noticable if you use a high-res
> >image in a smoothed heightfield?
> 
> If I remember correctly, almost horizontal heightfield surfaces are not
> smooth even when the "smooth" keyword is used.
> 
> Maybe the problem could be solved if the letter is dark gray on black
> instead of white on black. Then you could skale it afterwards.
> 
> Greetings,
> 
> Rune S. Johansen
> 
> ---
> My POV-Ray 3D Gallery, the POV Desktop Theme,
> and the compiled list
> "you know you have been raytracing too long when..."
> at http://hjem.get2net.dk/rsj

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto://inversez@aol.com?Subject=PoV-News


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From: Ken
Subject: Re: Text Object Problems
Date: 16 May 1999 09:50:21
Message: <373EBED5.8D98073@pacbell.net>
Bob Hughes wrote:
> 
> Think you meant to say vertical instead of horizontal as in hf aspects.
> Perpendicular to the plane of the heightfield in other words. And I
> believe you may be right about the unsmooth quality of such. Smoothing
> goes from one pixel square to the next *across* the face of the hf, so the
> vertical or perpendicular surfaces are always potentially a large distance
> from each other the sharper the edge is.
> Hmmm, and now that I've done said that... smoothing will go parallel to
> the plane of the hf at least.

  The biggest contributer to unsmooth text in a height field will most
likely come from using too small of an original image for the Hf object
itself.
  The program will create X amount of grids for the pixel count of the
image used in it's creation. If you try to make a smooth object with an
original image of say 200 x 50 you are not likely to get very smooth
results. If instead you original artwork was more on the order of say
800 x 200 for a string of text, and you kept it scaled reasonably small
in the scene file, it will indeed produce very straight and smooth walls.
  The reason for this is actually quite obvious. If you have ever seen
a 3D mesh model that had a very low triangle count you would have noticed
that they are genraly faceted, blocky, and non uniform in appearence.
The same model with a tringle count ten times greater will generaly be
much smoother, will have lost it's faceted and blocky appearence and
can be used in a much more flexible manner.
  Pov's HF object is just like those those two models we just discussed
because the HF object in Pov is nothing more than an internaly genrated
mesh of triangles. If you don't give it enough information in the form
of an image to build your object with it will fill in those missing links
with flat trianglar sections and you lose smoothness and quality as a
result. If you give it a lot to work with it can optimize the HF object
since it can fill in the curves with many more triangles than it's low
triangle count version would.
  I personaly have constucted some rather amazing curves and tall objects
using the HF object and it can do a lot as long as you remember to use
large source images when detail is important. For stuff like rocks and
patches of dirt smaller images are ok but if you want to make a shiny
chrome bumper for a car with an HF object think in terms of giants.


-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Cliff Bowman
Subject: Re: Text Object Problems
Date: 21 Jul 1999 14:19:51
Message: <37944075.75027281@news.povray.org>
On Thu, 13 May 1999 15:05:05 -0400, "ZuluNiner"
<ZuluNiner*@*fuckyou.co.uk> wrote:

>That's what I ended up doing (before I got the response about the patched
>POV version.)
>
>It's just kind of frustrating that a feature I waited for  awhile doesn't
>quite work right, you know.  Font definitions would just give MUCH smoother
>edges than heightfields.
>
A possible alternative would be to use a font editor (there are
shareware and even one or two freeware efforts around for Windows) to
copy the specific charcter(s) you want and place them appropriately in
a new font file. Well - it *might* work. Most of the freeware ones
probably don't support font "hinting" info so while the characters are
likely to look the same (better than a HF for example) they'd be
potentially less complex for POV to decode.


Cheers,

Cliff Bowman
Why not pay my 3D Dr Who site a visit at http://www.who3d.cwc.net/
PS change ".duffcom" to ".net" if replying via e-mail


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