![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Ron Parker wrote:
>
> Oh, sure, we tell you and then you tell someone else and pretty soon
> everyone has an extra hardcore point.
>
> It's because (at least in 3.1) All_Mesh_Intersections doesn't actually
> return all of the intersections; it just returns the closest one.
I only know one reason: There is no 'inside' and 'outside' in a mesh.
This is perfectly sufficient. The problem with this questions is that you
can answer it on different levels, the logical and the programming level,
of course in the latter you can easily find several reasons.
>
> > * Your longest render was more than X days (X=5, 10, 20 or more)
>
> I rendered the sample scenes on my old Amiga when I started using POV;
> some of those took days to render.
>
The idea for this question is that a hardcore Pover devotes more
computational power to render jobs, whether the scene is complicated or
not is not the question IMO.
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
In article <3c5977ae@news.povray.org>, war### [at] tag povray org says...
I didn't pass one single question of the test, so I guess for me it is
0.
Who did worse??
:((
--
Regards,
Sander
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
On Thu, 31 Jan 2002 22:08:05 +0100, Christoph Hormann wrote:
>
>
> Ron Parker wrote:
>>
>> Oh, sure, we tell you and then you tell someone else and pretty soon
>> everyone has an extra hardcore point.
>>
>> It's because (at least in 3.1) All_Mesh_Intersections doesn't actually
>> return all of the intersections; it just returns the closest one.
>
> I only know one reason: There is no 'inside' and 'outside' in a mesh.
> This is perfectly sufficient. The problem with this questions is that you
> can answer it on different levels, the logical and the programming level,
> of course in the latter you can easily find several reasons.
Nope, those two are the only ones I know. The 'inside' vs. 'outside' thing
is basically programming, too, in the case of meshes where such is defined,
so I don't see the same dichotomy you do here.
--
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Thorsten Froehlich wrote:
>
> > * You have written isosurface functions by hand with more than X
> > characters (for 'X' use a reasonable value, for example 2000)
>
> Whatever size you pick up to the limit that functions allow, I have created
> such a function ... not that alternating sequences of x-x+y-y+z-z or similar
> combinations make a lot of sense ;-)
Probably this should be changed to 'You have written and used in a
scene'. You are still allowed to answer yes of course... ;-)
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Ron Parker wrote:
>
> Nope, those two are the only ones I know. The 'inside' vs. 'outside' thing
> is basically programming, too, in the case of meshes where such is defined,
> so I don't see the same dichotomy you do here.
If you have a method to determine if some point is inside or outside the
object there is nothing further needed apart from the existing
intersection routines. This makes only one reason why a mesh can't be
used in CSG.
Or did i miss something essential?
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
y-y-y-n-y-n-n-n-n-y-n-n-y-n-n-n-n-y?-y-y-n-y-y-n-n-y?-y-n?-y-n-y-n-y?-y, but probably
worse-y-y-n-y-y-y-y-y, I think-y-y-n-y-n, but give me a piece of paper and could try
it-n, never looked at the source-n-n-n-n, just the obvious one-y-n, really?-y-y-y-y
but not for the popularity-y-y-n, not obfuscated-y-y: intersection {
sphere {
y-x/2,1 inverse}
sphere {
y+x/2,1 inverse}
inverse
pigment {
rgb 1 transmit 0.5}
}
-definitely no.
So, that would make it a... 36. Hmm, maybe I cheated a bit too much?
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> I didn't pass one single question of the test, so I guess for me it is
> 0.
>
> Who did worse??
>
Zero, but i'd get a point if the first question read:
* You have participated in the IRTC and got to the top 21 best images.
Although I did once write some code to display triangle meshes. It even
performed simple shading...
does that count as a modeller?
So with a little cheating I get 2 points - more of a softcore pover I
think...that'd be my Channel 5 compared to Warp's Adult Channel ;>
Jim
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
On Thu, 31 Jan 2002 22:38:28 +0100, Christoph Hormann
<chr### [at] gmx de> wrote:
>If you have a method to determine if some point is inside or outside the
>object there is nothing further needed apart from the existing
>intersection routines. This makes only one reason why a mesh can't be
>used in CSG.
>Or did i miss something essential?
For CSG, you'll need all intersections, and in 3.1, the
All_Mesh_Intersections function returned just the closest one (for
speed reasons I guess).
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Warp wrote:
>
> Some years ago I made a "Hardcore Povrayer Test" just for fun. Here it is
> again, with small updates.
>
> For each statement which you feel is true in your case (be sincere), take
> one point. The number of points you get is your score. The maximum number
> of points is 65.
> (My personal score is "only" 37, so it *is* a tough test.)
My score: About 10.
Tor Olav
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
On 31 Jan 2002 13:32:43 -0500, Warp <war### [at] tag povray org> wrote:
> I'm open to suggestions. :)
Does being a TAG member count? How about alpha and pre-beta testers?
How about coordinators (scene files, docs)?
Does writing a raytracer count? How about a 3D engine using other
methods of visualization (voxel geometry, point clouds, scanline)?
Maybe you should include the julia object in there in terms of trivia.
Well, that's pretty much it for now.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |