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"Wanderer On The Road" <non### [at] fakeaddress com> wrote in message
news:3c648bca@news.povray.org...
>
> Interesting. I've tried to do some stuff with #while and failed. Before
and
> I'm interestid in this spline() function in 3.5 I'm assuming that it's
> documented. Any good tutorials for that sort of thing? Oh and if it makes
> any difference this will be appear in a painting with in the scene.
You are going to model something that will be 2D? Or were you going to use
a ready-made photo? If the latter, image_map is all you'd need.
Yes, in the beta of 3.5 and MegaPOV, both have splines. It isn't very
difficult to use at all. Just a list of points (vectors) with a time value
attached to each, then when you run a variable through it via clock or loop
it increments according to that. Interpolating a series of vectors called
by MySpline(Time) for example which in reality is <1,2,3> format as
recognized by the keyword you apply it with, i.e. translate MySpline(Move)
[those words being whatever you declare them to be, of course]. Move would
be the clock or loop variable.
See section 6.1.9 of the v3.5 docs.
I thought that was available online separately but I fail to find it now.
Check out the creators (I think he is anyway) tutorial on it:
http://pandora.inf.uni-jena.de/p/e/noo/povsp/use.html
bob h
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"bob h" <omn### [at] charter net> wrote in message
news:3c6492bb@news.povray.org...
> "Wanderer On The Road" <non### [at] fakeaddress com> wrote in message
> news:3c648bca@news.povray.org...
> >
> > Interesting. I've tried to do some stuff with #while and failed. Before
> and
> > I'm interestid in this spline() function in 3.5 I'm assuming that it's
> > documented. Any good tutorials for that sort of thing? Oh and if it
makes
> > any difference this will be appear in a painting with in the scene.
>
> You are going to model something that will be 2D? Or were you going to
use
> a ready-made photo? If the latter, image_map is all you'd need.
Modeling something that will be 2D-ish. See my plan is to make a scene that
will then be image_mapped on to an object (in this case a painter's canvas).
> Yes, in the beta of 3.5 and MegaPOV, both have splines. It isn't very
> difficult to use at all. Just a list of points (vectors) with a time
value
> attached to each, then when you run a variable through it via clock or
loop
> it increments according to that. Interpolating a series of vectors called
> by MySpline(Time) for example which in reality is <1,2,3> format as
> recognized by the keyword you apply it with, i.e. translate MySpline(Move)
> [those words being whatever you declare them to be, of course]. Move
would
> be the clock or loop variable.
hrm.... Any good tutorials on how to use #while?
> See section 6.1.9 of the v3.5 docs.
> I thought that was available online separately but I fail to find it now.
Thanks. I'll look into it.
> Check out the creators (I think he is anyway) tutorial on it:
> http://pandora.inf.uni-jena.de/p/e/noo/povsp/use.html
Much thanks.
--
Wanderer On The Road
Many religions are the story of man trying to reach out to God
Christianity is the story of God trying to reach out to man.
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"Wanderer On The Road" <non### [at] fakeaddress com> wrote in message
news:3c688c39@news.povray.org...
>
> Modeling something that will be 2D-ish. See my plan is to make a scene
that
> will then be image_mapped on to an object (in this case a painter's
canvas).
>
> hrm.... Any good tutorials on how to use #while?
http://www.students.tut.fi/~warp/povVFAQ/whileloops.html
That should do nicely if you can be a little technical about it, since Warp
can often be I know :-)
Yeah, the render within a render can be pretty neat, as many online
galleries can attest to.
bob h
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Wanderer On The Road wrote:
> hrm.... Any good tutorials on how to use #while?
There is a good basic introduction to loops at this site in the povabilities
section - http://www.spake.org/rtimes/
--
Ken Tyler
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"bob h" <omn### [at] charter net> wrote in message
news:3c68d377$1@news.povray.org...
> "Wanderer On The Road" <non### [at] fakeaddress com> wrote in message
> news:3c688c39@news.povray.org...
> >
> > Modeling something that will be 2D-ish. See my plan is to make a scene
> that
> > will then be image_mapped on to an object (in this case a painter's
> canvas).
> >
> > hrm.... Any good tutorials on how to use #while?
>
> http://www.students.tut.fi/~warp/povVFAQ/whileloops.html
>
> That should do nicely if you can be a little technical about it, since
Warp
> can often be I know :-)
Well since I'm often accused (usualy correctly) of thinking too much I bet I
can figure it out ^_~
> Yeah, the render within a render can be pretty neat, as many online
> galleries can attest to.
Yes, though is there anything I can do to the painting scene that will make
it look slightly unfinished with out resorting to post trace effects in like
the gimp?
--
Wanderer On The Road
Many religions are the story of man trying to reach out to God
Christianity is the story of God trying to reach out to man.
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"Wanderer On The Road" <non### [at] fakeaddress com> wrote in message
news:3c6df0a4@news.povray.org...
>
> "bob h" <omn### [at] charter net> wrote in message
> news:3c68d377$1@news.povray.org...
>
> > Yeah, the render within a render can be pretty neat, as many online
> > galleries can attest to.
>
> Yes, though is there anything I can do to the painting scene that will
make
> it look slightly unfinished with out resorting to post trace effects in
like
> the gimp?
Any number of things are possible I suppose. One thing that comes to mind
is material_map to take the rendered image and make incomplete parts to it,
hence unfinished. Likewise by using a patterned layered texture with
image_map(s) as the main pigment.
Getting a oil painting look to it wouldn't be difficult, making different
brush stroke effects for each color region. Kind of an in-POV Photoshop
filter effects just by applying various normals and finishes for those color
regions.
bob h
Take a look at this simplified form of that:
camera {
location -2*z
right x*image_width/image_height
look_at 0
}
light_source {
0,1
translate <-5, 5, -30>
}
// textures for material map
#declare T0=texture {pigment {rgb 0}}
#declare T1=texture {pigment {rgb <0,1,0>}
normal {wrinkles 0.25 scale 0.025}
finish {specular 0.4 roughness 0.01}}
#declare T2=texture {pigment {rgb <1,1,0>}
normal {granite 0.125 scale 0.125}
finish {specular 0.2 roughness 0.025}}
#declare T3=texture {pigment {rgb <1,1,1>}
normal {bumps 0.1 scale 0.1}
finish {specular 0.3 roughness 0.0125}}
#declare T4=texture {pigment {rgb <0,1,1>}
normal {marble 0.1 scale 0.1 turbulence 1}
finish {specular 0.5 roughness 0.005}}
#declare T5=texture {pigment {rgb 1}}
plane {
z, 0
texture {
material_map {
png "materialmap.png" // 256 color bitmap (of your rendering)
once
interpolate 2
texture {T0} // index 0
#declare Index=1;
#while (Index<25)
texture {T1}
#declare Index=Index+1;
#end
#while (Index<100)
texture {T2}
#declare Index=Index+1;
#end
#while (Index<150)
texture {T3}
#declare Index=Index+1;
#end
#while (Index<255)
texture {T4}
#declare Index=Index+1;
#end
texture {T5} // index 255
}
translate -0.5
scale <4/3,1,1>*2
}
}
To get better resolution of colors and textures into your image you'll need
to increase the number of entries.
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"bob h" <omn### [at] charter net> wrote in message
news:3c6e65af@news.povray.org...
> "Wanderer On The Road" <non### [at] fakeaddress com> wrote in message
> news:3c6df0a4@news.povray.org...
> >
> > "bob h" <omn### [at] charter net> wrote in message
> > news:3c68d377$1@news.povray.org...
> >
> > > Yeah, the render within a render can be pretty neat, as many online
> > > galleries can attest to.
> >
> > Yes, though is there anything I can do to the painting scene that will
> make
> > it look slightly unfinished with out resorting to post trace effects in
> like
> > the gimp?
>
> Any number of things are possible I suppose. One thing that comes to mind
> is material_map to take the rendered image and make incomplete parts to
it,
> hence unfinished. Likewise by using a patterned layered texture with
> image_map(s) as the main pigment.
> Getting a oil painting look to it wouldn't be difficult, making different
> brush stroke effects for each color region. Kind of an in-POV Photoshop
> filter effects just by applying various normals and finishes for those
color
> regions.
Ok I'll look into that after I choose a palm leaf method. Did OE nuke the
thread or did the server? I can't seem to find the beginning few posts
anymore.
> Take a look at this simplified form of that:
[snip]
> png "materialmap.png" // 256 color bitmap (of your rendering)
[snip]
> To get better resolution of colors and textures into your image you'll
need
> to increase the number of entries.
Is that's what is limiting the material map to 8bit color as opposed to 24
or 32 bit?
--
Wanderer On The Road
Many religions are the story of man trying to reach out to God
Christianity is the story of God trying to reach out to man.
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Wanderer On The Road wrote:
> Did OE nuke the thread or did the server? I can't seem to find
> the beginning few posts anymore.
OE done it.
--
Ken Tyler
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"Wanderer On The Road" <non### [at] fakeaddress com> wrote in message
news:3c6ed704@news.povray.org...
>
> Is that's what is limiting the material map to 8bit color as opposed to 24
> or 32 bit?
Yep. That's the downside to this, having to lower a 24 bit image to 8 bit
and thereby reducing the image quality. You either get banded colors or
dithering.
I was going to use an example which would put the original image underneath
a clear material map so just the normals with specular highlights are
overlayed. Could still be done that way too I guess, only need a second
object to place the image_map on. Can't layer textures when material_map is
used, at least I don't think so.
About OE removing messages, check Tools menu, Options then Maintenance. The
delete after so many days is what does it.
bob h
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"Ken" <tyl### [at] pacbell net> wrote in message
news:3C6EEF11.C8ADAA78@pacbell.net...
>
>
> Wanderer On The Road wrote:
> > Did OE nuke the thread or did the server? I can't seem to find
> > the beginning few posts anymore.
>
> OE done it.
Fun, it's still on the server I hope. So like I can nuke this news account
and recreate it and find it again?
--
Wanderer On The Road
Many religions are the story of man trying to reach out to God
Christianity is the story of God trying to reach out to man.
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