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From: Stewart #7
Subject: writing new "object type"
Date: 22 Jun 1999 11:46:15
Message: <Pine.LNX.3.93.990622104206.17788B-100000@alien.ufo.net>
Well... it looks like most any object could be rendered, using
the available object types... but just in case (!) - how can a new
object type be written ?  ...is this possible without re-writing
the entire program ?

 povray is excellent...and glad to see your newsgroup is accessible.

 stu


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From: Noah A
Subject: Re: writing new "object type"
Date: 22 Jun 1999 18:50:17
Message: <3770131D.E361FD44@powersurfr.com>
if you define it with other ready made objects it's very easy to do

#declare peanut = union {
sphere {.....}
sphere {.......}
}
object {peanut}

Stewart #7 wrote:

>    Well... it looks like most any object could be rendered, using
> the available object types... but just in case (!) - how can a new
> object type be written ?  ...is this possible without re-writing
> the entire program ?
>
>  povray is excellent...and glad to see your newsgroup is accessible.
>
>  stu


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From: Lance Birch
Subject: Re: writing new "object type"
Date: 22 Jun 1999 20:01:38
Message: <377023e2@news.povray.org>
Or if you mean a totally different object type... like for example a helical
spiral, you can write macros to automate the process.

--
Lance.


---
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Noah A wrote in message <3770131D.E361FD44@powersurfr.com>...
>if you define it with other ready made objects it's very easy to do
>
>#declare peanut = union {
>sphere {.....}
>sphere {.......}
>}
>object {peanut}
>
>Stewart #7 wrote:
>
>>    Well... it looks like most any object could be rendered, using
>> the available object types... but just in case (!) - how can a new
>> object type be written ?  ...is this possible without re-writing
>> the entire program ?
>>
>>  povray is excellent...and glad to see your newsgroup is accessible.
>>
>>  stu
>


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From: Nathan Kopp
Subject: Re: writing new "object type"
Date: 23 Jun 1999 00:11:26
Message: <37705D94.80AF6A74@Kopp.com>
Or you can use the superpatch which includes isosurface objects that
greatly extend the possibilities.

Or if you like C programming, the source code is available for download,
giving you the chance to have some real fun.  :-)  (this is my favorite)

Or you can write a utility that outputs an appropriate triangle mesh of
your object.

Or...________________ (empty space waiting for good ideas)

-Nathan

Lance Birch wrote:
> 
> Or if you mean a totally different object type... like for example a helical
> spiral, you can write macros to automate the process.
> 
> >Stewart #7 wrote:
> >
> >>    Well... it looks like most any object could be rendered, using
> >> the available object types... but just in case (!) - how can a new
> >> object type be written ?  ...is this possible without re-writing
> >> the entire program ?
> >>
> >>  povray is excellent...and glad to see your newsgroup is accessible.
> >>
> >>  stu
> >


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From: Stewart #7
Subject: a 2D question...
Date: 23 Jun 1999 15:26:43
Message: <Pine.LNX.3.93.990623142348.11885B-100000@alien.ufo.net>
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.


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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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