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From: Nieminen Mika
Subject: Re: a 2D question...
Date: 24 Jun 1999 10:10:21
Message: <37723c4d@news.povray.org>
Stewart #7 <stu### [at] alienufonet> wrote:
:   I know there is a "plane" feature... but Im looking for a way to
: include totally 2D stuff in the 3D rendering... like...stuck on
: labels or menu boxes.

  Perhaps you are talking about polygons?
  Putting polygons on the x-y-plane and using an ortographic camera in the
-z axis looking at the origin should get a completely 2D-look.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Bob
Subject: Re: a 2D question...
Date: 24 Jun 1999 17:47:15
Message: <3772A75C.D3CB3DD0@aol.com>
Either that or 'image_map {tga "file.tga" map_type 0}'.
However, as Nieminen said, a 'orthographic' camera can rid any scene of a perspective
distortion.


Nieminen Mika wrote:
> 
> Stewart #7 <stu### [at] alienufonet> wrote:
> :   I know there is a "plane" feature... but Im looking for a way to
> : include totally 2D stuff in the 3D rendering... like...stuck on
> : labels or menu boxes.
> 
>   Perhaps you are talking about polygons?
>   Putting polygons on the x-y-plane and using an ortographic camera in the
> -z axis looking at the origin should get a completely 2D-look.
> 
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/

-- 
 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: a 2D question...
Date: 24 Jun 1999 18:59:51
Message: <3772B8B6.A6BAD699@pacbell.net>
Stewart #7 wrote:
> 
>   Is there a way to use POV's features without going fully 3D ?
> 
>   I know there is a "plane" feature... but Im looking for a way to
> include totally 2D stuff in the 3D rendering... like...stuck on
> labels or menu boxes.

  A little work with the scale function will flatten almost any object
you can make into a near 2d object. A box can even be specified as
a 2d object if your interested.

box {<-1,-1,0>,<1,1,0>}

A cone can be scale near flat like so

cone{<0,0,0>,1,<0,1,0>,0 scale <1,1,.001>}

  Other objects can be specified in a similar fashion to achieve
your "2D" objects.

  I am not saying that using the scale function is the perfect solution
but it does come close enough for the kind of work I do :)

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Bob
Subject: Re: a 2D question...
Date: 24 Jun 1999 22:56:20
Message: <3772EFD4.3B2965BE@aol.com>
Be careful of odd effects when scaling things very small or large or possibly even
thin
too. This last thing I have yet to see any problems with but you just never know, so I
thought I would mention this here.


Ken wrote:
> 
> Stewart #7 wrote:
> >
> >   Is there a way to use POV's features without going fully 3D ?
> >
> >   I know there is a "plane" feature... but Im looking for a way to
> > include totally 2D stuff in the 3D rendering... like...stuck on
> > labels or menu boxes.
> 
>   A little work with the scale function will flatten almost any object
> you can make into a near 2d object. A box can even be specified as
> a 2d object if your interested.
> 
> box {<-1,-1,0>,<1,1,0>}
> 
> A cone can be scale near flat like so
> 
> cone{<0,0,0>,1,<0,1,0>,0 scale <1,1,.001>}
> 
>   Other objects can be specified in a similar fashion to achieve
> your "2D" objects.
> 
>   I am not saying that using the scale function is the perfect solution
> but it does come close enough for the kind of work I do :)
> 
> --
> Ken Tyler
> 
> mailto://tylereng@pacbell.net

-- 
 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: a 2D question...
Date: 26 Jun 1999 05:00:38
Message: <3774970D.A3B06B23@pacbell.net>
Bob wrote:
> 
> Be careful of odd effects when scaling things very small or large or possibly
> even thin too. This last thing I have yet to see any problems with but you
> just never know, so I thought I would mention this here.

  The same potential problems can be also be used for some interesting
special effects. I once used a mesh of a woman and gave it totaly
unrealistic porportions using the scale function. The distortion caused
by this was a very comical image when done. Someday I am going to make
a postable image exploiting this seldom used technique and you'll see
how magnificint it can be.

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Nieminen Mika
Subject: Re: a 2D question...
Date: 26 Jun 1999 10:07:42
Message: <3774deae@news.povray.org>
Ken <tyl### [at] pacbellnet> wrote:
: I once used a mesh of a woman and gave it totaly
: unrealistic porportions using the scale function. The distortion caused
: by this was a very comical image when done.

  So now we know what does Ken think about women... ;)

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Ken
Subject: Re: a 2D question...
Date: 26 Jun 1999 12:24:27
Message: <3774FF0F.D3AB7FF3@pacbell.net>
Nieminen Mika wrote:
> 
> Ken <tyl### [at] pacbellnet> wrote:
> : I once used a mesh of a woman and gave it totaly
> : unrealistic porportions using the scale function. The distortion caused
> : by this was a very comical image when done.
> 
>   So now we know what does Ken think about women... ;)
> 
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/

   Well let me just say that I believe many women are proportioned
very nicely, bless their little hearts, while others could benefit
from some serious rescaling efforts ;^ }

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Stewart #7
Subject: M E S H...
Date: 27 Jun 1999 16:42:08
Message: <Pine.LNX.3.93.990627153138.13941A-100000@alien.ufo.net>
Thanks to all those who replied to my 2D question (and others)...
I'm certain, among all those great replies, I can find my answer !

 -----------------------------------------------------------------

  Here is my  M E S H  question:

  I haven't tried a "mesh object" yet... which seems to be able to
render any non-regular shape defined by...ummm... by what though ?  :)

  I'm assuming you need to write in the basic points defining  your
object... AND... tell it how smoothly or roughly to fill the spaces
in-between these defining points... am I close ?  

  I will look more carefully at the manual...but so far haven't seen
how these factors would be written in.


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From: Chris Huff
Subject: Re: M E S H...
Date: 27 Jun 1999 17:09:15
Message: <377693FC.D72A40D0@compuserve.com>
A mesh is simply a way of storing many triangles more efficiently.
Instead of #declaring a union of triangles, and having each copy use as
much memory as is needed to store the triangles(which can mean a lot of
memory with many triangles) you #declare a mesh, and copies of that mesh
only use enough memory to refer to that mesh.
In other words, a mesh is simply a union customized for storing large
numbers of triangles.


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From: Martin Crisp
Subject: Re: a 2D question...
Date: 29 Jun 1999 22:50:34
Message: <377985fa@news.povray.org>
Ken wrote in message <3774FF0F.D3AB7FF3@pacbell.net>...
>
>
>Nieminen Mika wrote:
>>
>> Ken <tyl### [at] pacbellnet> wrote:
>> : I once used a mesh of a woman and gave it totaly
>> : unrealistic porportions using the scale function. The distortion
caused
>> : by this was a very comical image when done.
>>
>>   So now we know what does Ken think about women... ;)
>>
>> --
>>
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
>> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*-
Warp -*/
>
>   Well let me just say that I believe many women are proportioned
>very nicely, bless their little hearts, while others could benefit
>from some serious rescaling efforts ;^ }

Agreed, my wife for one, a scale of <1.15,1.15,1.15> would make her
about 5' 6 1/4"
And yes, I did mean a uniform scale. [i.e the proportions are actually
fine until you place her next to other nearby
objects^H^H^H^H^H^H^Hpeople.]

And then there's Christine, who could really use a <0.3,1,0.3>...

Have Fun
Martin
--
<Spa### [at] tesseractcomau> is a valid address
If you prefer mnemonic addresses you can use:
<Martin 'at' tesseract.com.au> or <Martin.Crisp 'at' Tourism.tas.gov.au>

My opinions should not be taken as indicative of Tourism Tasmania's
opinions


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