POV-Ray : Newsgroups : povray.binaries.images : Hands Server Time
2 Oct 2024 20:24:21 EDT (-0400)
  Hands (Message 33 to 42 of 42)  
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From: TonyB
Subject: Re: Hands
Date: 14 Apr 2000 14:05:17
Message: <38f75ddd@news.povray.org>
>I can't find it :-(

"StarFleet Blobs (Very big)" posted 3/10/2000. Check his reply to Darcy
Johnston.


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From: David Fontaine
Subject: Re: Hands improved
Date: 14 Apr 2000 18:52:57
Message: <38F7A0E8.798892D5@faricy.net>
Rune wrote:

> "David Fontaine" wrote:
> > Hey, I just realized there's only three fingers.
>
> Only *four* fingers that is...

:-))))))))))) Obviously it's a technical rant
Let's compromise: 3.5 fingers

--
___     _______________________________________________
 | \     |_          <dav### [at] faricynet> <ICQ 55354965>
 |_/avid |ontaine        http://www.faricy.net/~davidf/

"The only difference between me and a madman is that I'm not mad." -Dali


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From: Rune
Subject: Re: Hands
Date: 14 Apr 2000 21:50:14
Message: <38f7cad6@news.povray.org>
"TonyB" wrote:
> "StarFleet Blobs (Very big)" posted 3/10/2000.
> Check his reply to Darcy Johnston.

I found it now, but I don't get his explanation. I know I can smoothen out
blobs by decreasing power and increasing radius, but the details I don't
get.

I think it won't work with my hand anyway, because it is made of more than
one blob.

Greetings,

Rune

---
Updated March 15: http://rsj.mobilixnet.dk
Containing 3D images, stereograms, tutorials,
The POV Desktop Theme, 350+ raytracing jokes,
miscellaneous other things, and a lot of fun!


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From: Rune
Subject: Re: Hands improved
Date: 14 Apr 2000 21:55:17
Message: <38f7cc05@news.povray.org>
"David Fontaine" wrote:
> Rune wrote:
>
> > "David Fontaine" wrote:
> > > Hey, I just realized there's only three fingers.
> >
> > Only *four* fingers that is...
>
> :-))))))))))) Obviously it's a technical rant
> Let's compromise: 3.5 fingers

OK then.

May I ask you a personal question?
How many fingers do you have on your right hand? :-)

Greetings,

Rune

---
Updated March 15: http://rsj.mobilixnet.dk
Containing 3D images, stereograms, tutorials,
The POV Desktop Theme, 350+ raytracing jokes,
miscellaneous other things, and a lot of fun!


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From: Bryan Valencia
Subject: Need poser obj
Date: 14 Apr 2000 22:00:37
Message: <38F7CD68.79001C7B@209software.com>
Could someone please email me 1 Poser person OBJ file?

I am looking for a clothed man or woman standing.
I know they're big, but I gotta have one.


--
Bryan Valencia
Software Services - Making Windows Scream
http://www.209software.com
mailto:bry### [at] 209softwarecom


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From: Chris Huff
Subject: Re: Patch Request? was Re: Hands
Date: 15 Apr 2000 13:06:25
Message: <chrishuff_99-1B984B.12090815042000@news.povray.org>
In article <38f4db0e@news.povray.org>, "Bill DeWitt" 
<the### [at] earthlinknet> wrote:

> Here is a needed function, a branching blob statement.
> 
> So that component (A) blobs with (B) and (C) but (B) and (C) don't blob
> together.
> 
> Before someone suggests that I start to work.... not a chance, I 
> doubt if I will even be able to learn to use it if someone else 
> -does- make it...

Sorry, but I don't think this is possible...at least, not with the type 
of blob POV uses(are there other kinds that would make this possible?).
A blob object is just an isosurface, all points where the sum of the 
field of all of the components is equal to a certain threshold value. I 
don't think it is possible to exclude components based on the "branch" 
they are in.

-- 
Christopher James Huff - Personal e-mail: chr### [at] yahoocom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/


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From: David Fontaine
Subject: Re: Hands improved
Date: 15 Apr 2000 16:03:14
Message: <38F8CA97.AFA5213D@faricy.net>
Rune wrote:

> OK then.
>
> May I ask you a personal question?
> How many fingers do you have on your right hand? :-)

4.5, of course!
Some people consider the thumb a finger and some don't. I think
technically it is though.

--
___     _______________________________________________
 | \     |_          <dav### [at] faricynet> <ICQ 55354965>
 |_/avid |ontaine        http://www.faricy.net/~davidf/

"The only difference between me and a madman is that I'm not mad." -Dali


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From: Rune
Subject: Re: Hands improved
Date: 15 Apr 2000 17:20:09
Message: <38f8dd09@news.povray.org>
"David Fontaine" wrote:
> Rune wrote:
> > May I ask you a personal question?
> > How many fingers do you have on your right hand? :-)
>
> 4.5, of course!

I thought so! ;-)

> Some people consider the thumb a finger and some don't.
> I think technically it is though.

I just though everyone considered it a finger.
It might be because in my language it is called what in English would be
"thumb finger" instead of just "thumb".

Greetings,

Rune

---
Updated March 15: http://rsj.mobilixnet.dk
Containing 3D images, stereograms, tutorials,
The POV Desktop Theme, 350+ raytracing jokes,
miscellaneous other things, and a lot of fun!


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From: Steve
Subject: Re: Patch Request? was Re: Hands
Date: 17 Apr 2000 13:13:03
Message: <slrn8fmevq.7ep.sjlen@zero-pps.localdomain>
On Sat, 15 Apr 2000 12:09:08 -0500, Chris Huff wrote:
>
>Sorry, but I don't think this is possible...at least, not with the type 
>of blob POV uses(are there other kinds that would make this possible?).
>A blob object is just an isosurface, all points where the sum of the 
>field of all of the components is equal to a certain threshold value. I 
>don't think it is possible to exclude components based on the "branch" 
>they are in.

How about adding a threshold identifier so that you could specify which 
object another will blob with, and if you specify two in the same object
it will blob with the other two within the block that have the same 
identifiers eg:

blob {
      ThresholdIdentInit{FRED,JIM} //Initialises the Threshold Identifiers

      sphere{<0,0,0>, 0.7, 0.8 
             ThresholdIdent{FRED}
            }

      sphere{<0,0.5,0>,0.7 ,0.8
             ThresholdIdent {FRED,JIM} 
            }

      sphere{<0.5,0.5,0>,0.7 ,0.7
             ThresholdIdent {JIM}
            }

      sphere{<0.5,0.5,0.5>,0.7 0.6
             ThresholdIdent {JIM,FRED} // the order shouldn't make a difference.
            }

     }  // End of blob. 


If a component doesn't have a ThresholdIdent it acts as normal and if a blob
doesn't have a ThresholdIdentInit at the beginning then the blob acts as 
normal.

My logical thinking says that this should be possible but I've never looked
at the pov code and I'm not much of a programmer so the rest is up to the
experts.

-- 
Cheers
Steve              email mailto:sjl### [at] ndirectcouk

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.ndirect.co.uk/~sjlen/

or  http://start.at/zero-pps

  4:07pm  up 13 days, 18:42,  4 users,  load average: 1.25, 1.07, 1.02


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From: Chris Huff
Subject: Re: Patch Request? was Re: Hands
Date: 17 Apr 2000 21:52:57
Message: <chrishuff_99-701749.20554417042000@news.povray.org>
In article <slr### [at] zero-ppslocaldomain>, 
sjl### [at] ndirectcouk wrote:

> How about adding a threshold identifier so that you could specify which 
> object another will blob with, and if you specify two in the same object
> it will blob with the other two within the block that have the same 
> identifiers eg:
> 
> blob {...}
> 
> If a component doesn't have a ThresholdIdent it acts as normal and if 
> a blob doesn't have a ThresholdIdentInit at the beginning then the 
> blob acts as normal.
> 
> My logical thinking says that this should be possible but I've never 
> looked at the pov code and I'm not much of a programmer so the rest 
> is up to the experts.

I don't think this would be any different from having multiple blob 
objects with some identical components. And I don't understand your 
reasoning in calling it a "threshold identifier", since it doesn't seem 
to have anything to do with the threshold...a possible sign that I 
completely misunderstood what you were trying to say. :-(

And anyway, you still have the problem of determining which set of blob 
components to use. The components are not blobbed together one by one 
and the results rendered, their contributions to a point are added 
together and the equation solved for each ray. How do you decide which 
components to use in the solving process when you have a ray, or even a 
point, as the starting information?

The only way I can see something like this being possible is by making a 
new type of blobby object which takes components that are turned into a 
mesh, and blobbed together one by one in a tree structure. Then the mesh 
object would be rendered...of course, this has all the problems of 
tesselating into triangles(probably even harder because of the specific 
order the components would be combined in).

-- 
Christopher James Huff - Personal e-mail: chr### [at] yahoocom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/


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