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In article <3c59d5b6@news.povray.org>, Warp <war### [at] tagpovrayorg>
wrote:
> Ok, I tried to make the test more rational and also divide it into more
> readable sections. What do you think? What is your new score?
>
> The maximum score (this time I think it's reachable) is 66.
> I myself got a score of 48. (Ok, perhaps the test got a bit biased
> torwards my own knowledge, but I tried to keep it as unbiased as possible;
> judge by yourself :) )
I also got 48, not counting the ones mentioned below.
> * You've written your own include file and distributed it on the net. It has
> got some popularity.
Well...I've done a lot of work on the scene and include file collections
for 3.5, and I once released a macro collection, though nobody ever used
it...
> * It's very easy to you to make slope maps and actually you often use
> them to make your textures.
No...if I need that much control of surface features, I generally use
isosurfaces. ;-)
> * You know if some special feature is already implemented in the POV-Ray 3.5
> standard include files (and thus you know you don't have to implement it
> yourself).
I think I'll refrain from answering this one...
> * You have used the quadric, cubic, quartic or poly primitives.
Nope, I stick to isosurfaces. That count? I think it should...
> * You have used poly objects bigger than 4th degree.
I've used polynomials of greater than 4th degree in isosurfaces...
Hmm...you know how to do real blurred reflection, you can get the media
parameters right on the first try (or first few tries), you know the
difference between using a colored transparent texture and using
fade_color or media, you can explain why using a mesh is better than a
union of triangles, you've run into the "patterned textures in layered
textures" error, you've reached the depth limit in recursive macros, you
have used the POV-Ray scene description language for purposes which have
nothing to do with scene description...
--
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/
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I got a 43.
--
Mark
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On Fri, 01 Feb 2002 00:31:22 -0500, Christopher James Huff wrote:
> Hmm...you know how to do real blurred reflection, you can get the media
> parameters right on the first try (or first few tries), you know the
> difference between using a colored transparent texture and using
> fade_color or media, you can explain why using a mesh is better than a
> union of triangles, you've run into the "patterned textures in layered
> textures" error, you've reached the depth limit in recursive macros, you
> have used the POV-Ray scene description language for purposes which have
> nothing to do with scene description...
You had a hand in creating the current method used to do blurred reflection;
you've run into the "too many layers" error...
...you've gotten past it by creating a single-layered texture that looks just
like the one you couldn't get with layers...
...you've done that without using a texture_map;
you've used nested pigment_maps;
you understand what "form" and "metric" do in the 3.5 crackle pattern;
you understand why, given that A is #declared as a number, (A) and A aren't
always the same thing;
you've used 'radial' more than once in the same pigment;
you know all of the options to the repeat warp;
you've used one or more repeat warps to create your own infinitely-tileable
patterns;
...at least one of those patterns does not appear to be made of rectilinear
regions;
you know how to force the media code to take more samples in an interesting
area of the scene;
you understand why a plane makes a bad media container;
you know how to use type 5 scattering media;
you know how to simulate distance-dependent reflection;
you know how to use .df3 files to create arbitrary full-color solid pigments;
you've used multiple text objects to achieve a desired text effect...
--
#local R=<7084844682857967,0787982,826975826580>;#macro L(P)concat(#while(P)chr(
mod(P,100)),#local P=P/100;#end"")#end background{rgb 1}text{ttf L(R.x)L(R.y)0,0
translate<-.8,0,-1>}text{ttf L(R.x)L(R.z)0,0translate<-1.6,-.75,-1>}sphere{z/9e3
4/26/2001finish{reflection 1}}//ron.parker@povray.org My opinions, nobody else's
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32
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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"Warp" <war### [at] tagpovrayorg> wrote in message
news:3c59d5b6@news.povray.org...
> Ok, I tried to make the test more rational and also divide it into more
> readable sections. What do you think? What is your new score?
>
> The maximum score (this time I think it's reachable) is 66.
> I myself got a score of 48. (Ok, perhaps the test got a bit biased
> torwards my own knowledge, but I tried to keep it as unbiased as possible;
> judge by yourself :) )
>
8 :-< (10 if I take the questions about itrc literally since my best
placing pic was
created in Vue d'espirit)
Warp, I suggest for the questions about top 20 and prize in irtc add the
requirement that the pic must have been created in pov-ray
Gail
--
#macro G(H,S)disc{0z.4pigment{onion color_map{[0rgb<sin(H/pi)cos(S/pi)*(H<6)
cos(S/pi)*(H>6)>*18][.4rgb 0]}}translate<H-5S-3,9>}#end G(3,5)G(2,5.5)G(1,5)
G(.6,4)G(.5,3)G(.6,2)G(1,1)G(2,.5)G(3,.7)G(3.2,1.6)G(3.1,2.5)G(2.2,2.5)G(9,5
)G(8,5.5)G(7,5)G(7,4)G(7.7,3.3)G(8.3,2.7)G(9,2)G(9,1)G(8,.5)G(7,1)//GS
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Peter Popov wrote:
>
> 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).
I think i understand what you mean, so it's clearly a 'Povray internals'
question and not a 'Raytracing in general' one, of course it's perfectly
valid for the list though.
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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25 now for me (up 10 from 15).
including:
* You know BOTH reasons why a mesh can't be used in CSG.
(I do now)
--
Tom Bates
#macro T(B)#local m=mod(B,8);#local B=floor(B/8);m#end#local C=126981491245202;#
local D=115694168992822;sphere_sweep{b_spline 16#local i=0;#while(i<16)<T(C)-4,T
(D)-4,10-i/10>.1#local i=i+1;#end pigment{rgb 1}}light_source{-10,1} //Tom Bates
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in news:slr### [at] fwicom Ron Parker wrote:
> you ....
After all this harcore stuff,
you actually renderd a complete scene, posted it, somebody even liked it
and publicly said he uses it as his desktop image.
Ingo
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Warp wrote:
>
> Ok, I tried to make the test more rational and also divide it into more
> readable sections. What do you think? What is your new score?
40
not counting those i have learned meanwhile (like the mesh-CSG question)
> The maximum score (this time I think it's reachable) is 66.
> I myself got a score of 48. (Ok, perhaps the test got a bit biased
> torwards my own knowledge, but I tried to keep it as unbiased as possible;
> judge by yourself :) )
>
You threw out several very nice questions i think, most ones added are not
bad, but generally quite easy, you should give Ron some more room for
improvements... ;-)
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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I got 24 in this one. Now to try the new version...
--
signature{
"Grey Knight" contact{ email "gre### [at] yahoocom" }
site_of_week{ url "http://digilander.iol.it/jrgpov" }
}
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