POV-Ray : Newsgroups : povray.binaries.images : Hands Server Time
20 Oct 2026 07:33:37 EDT (-0400)
  Hands (Message 1 to 42 of 42)  
From: Rune
Subject: Hands
Date: 11 Apr 2000 16:13:51
Message: <38f3877f@news.povray.org>
Just a little part of something I'm working on.

I'm not quite satisfied with the thumb, must work on that.

Comments appreciated.

Greetings,

Rune

---
Updated March 15: http://rsj.mobilixnet.dk
Containing 3D images, stereograms, tutorials,
The POV Desktop Theme, 350+ raytracing jokes,
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Attachments:
Download 'Hands.jpg' (12 KB)

Preview of image 'Hands.jpg'
Hands.jpg


 

From: Greg M  Johnson
Subject: Re: Hands
Date: 11 Apr 2000 17:08:49
Message: <38F3935B.E1E654C8@my-dejanews.com>
Superb.
Blobs?

Rune wrote:

> Just a little part of something I'm working on.
>
> I'm not quite satisfied with the thumb, must work on that.
>
> Comments appreciated.
>
> 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!
>
>  [Image]


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From: Wayne Gordon
Subject: Re: Hands
Date: 11 Apr 2000 18:02:43
Message: <38F3A075.91EAE64A@flash.net>
Rune wrote:

> Just a little part of something I'm working on.
>
> I'm not quite satisfied with the thumb, must work on that.
>

Looks excellent. Any possibility of posting the source for these hands?
I've been working on an animated character myself, and my efforts at
making
hands have been atrocious!


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From: Mike Weber
Subject: Re: Hands
Date: 11 Apr 2000 18:37:02
Message: <38f3a90e$1@news.povray.org>
great work.  Can you use a 'skin' bitmap for texture?  How does it look with
four fingers?

--
Mike

wk: mik### [at] pyxiscom  www.pyxis.com
hm: mwe### [at] sciticom  www.geocities.com/mikepweber


"Rune" <run### [at] inamecom> wrote in message
news:38f3877f@news.povray.org...
> Just a little part of something I'm working on.
>
> I'm not quite satisfied with the thumb, must work on that.
>
> Comments appreciated.
>
> 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: Josh English
Subject: Re: Hands
Date: 11 Apr 2000 18:49:32
Message: <38F3ABFF.F51654FA@spiritone.com>
I really like the flexibility of the fingers, but can they change the
basic shape to push more towards cartoonish looks?

Josh

Rune wrote:

> Just a little part of something I'm working on.
>
> I'm not quite satisfied with the thumb, must work on that.
>
> Comments appreciated.
>
> 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!
>
>  [Image]

--

Josh English
eng### [at] spiritonecom
ICQ: 1946299
"Stress is when you wake up screaming and realize you haven't fallen
asleep yet."


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From: TonyB
Subject: Re: Hands
Date: 11 Apr 2000 20:09:03
Message: <38f3be9f@news.povray.org>
I like, I like. :)


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From: Rick [Kitty5]
Subject: Re: Hands
Date: 12 Apr 2000 08:44:53
Message: <38f46fc5@news.povray.org>
> I'm not quite satisfied with the thumb, must work on that.

It looks ok when bent, you could get away with it.

Rick


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From: Rune
Subject: Re: Hands
Date: 12 Apr 2000 14:30:02
Message: <38f4c0aa@news.povray.org>
"Greg M. Johnson" wrote:
> Superb.

Thanks!

> Blobs?

Yes, 12 blobs per hand.
A finger is divided in three parts. What is one part called? I'll just call
it a limb.
One blob is for the "body" of the hand + first limb of the thumb. The
remaining 11 blobs are for each of the remaining 11 limbs. That way I avoid
the fingers blob together, except the first part of the thumb which is
supposed to blob together with the 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: Rune
Subject: Re: Hands
Date: 12 Apr 2000 14:30:07
Message: <38f4c0af@news.povray.org>
"Wayne Gordon" wrote:
> Looks excellent.

Thanks!

> Any possibility of posting the source for these hands?

Maybe when I've cleaned it and commented it.

> I've been working on an animated character myself,
> and my efforts at making hands have been atrocious!

Mine were too until I tried using 3 blob cylinders for the "body" of the
hand: \|/
It looked OK, so I went on from there.

How do you animate your character?

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
Date: 12 Apr 2000 14:30:09
Message: <38f4c0b1@news.povray.org>
"Mike Weber" wrote:
> great work.

Thanks!

> Can you use a 'skin' bitmap for texture?

I haven't tried, but I guess so. I do not intent to though.

> How does it look with four fingers?

Hehe, it has already got 4 fingers! ;-)

I haven't made a version with 5 fingers.
The hand is supposed to be cartoonish.
Changing it to be realistic would require a complete rewrite because it
would have to be very different.

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
Date: 12 Apr 2000 14:30:13
Message: <38f4c0b5@news.povray.org>
"Josh English" wrote:
> I really like the flexibility of the fingers,
> but can they change the basic shape to push
> more towards cartoonish looks?

I'm not sure what you mean.
You can easily change the pose of the hand by changing some #declared values
that controls the hand. But if you want to change the shape of the hand you
have to change the source code itself.

I think the hand is cartoonish already. What changes did you think of?

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
Date: 12 Apr 2000 14:30:15
Message: <38f4c0b7@news.povray.org>
"TonyB" wrote:
> I like, I like. :)

Thanks! :-)

What do you think of the new version?

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
Date: 12 Apr 2000 14:30:17
Message: <38f4c0b9@news.povray.org>
"Rick [Kitty5]" wrote:
>
> > I'm not quite satisfied with the thumb, must work on that.
>
> It looks ok when bent, you could get away with it.

Get away with it? Nah... I'd rather improve it!

Is it better in the new version?

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: Hands improved
Date: 12 Apr 2000 14:30:25
Message: <38f4c0c1@news.povray.org>
Here's an improved version...

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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Attachments:
Download 'Hands2.jpg' (11 KB)

Preview of image 'Hands2.jpg'
Hands2.jpg


 

From: Bill DeWitt
Subject: Patch Request? was Re: Hands
Date: 12 Apr 2000 16:22:38
Message: <38f4db0e@news.povray.org>
"Rune" <run### [at] inamecom> wrote :
> One blob is for the "body" of the hand + first limb of the thumb. The
> remaining 11 blobs are for each of the remaining 11 limbs. That way I
avoid
> the fingers blob together, except the first part of the thumb which is
> supposed to blob together with the hand.
>

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...


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From: Mr  Art
Subject: Re: Patch Request? was Re: Hands
Date: 12 Apr 2000 16:51:09
Message: <38F4D3D3.14DCC705@gci.net>
I'll second that.

Bill DeWitt 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.


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From: Wayne Gordon
Subject: Re: Hands
Date: 12 Apr 2000 18:41:12
Message: <38F4FB01.CB862153@flash.net>
Rune wrote:

> "Wayne Gordon" wrote:
> > Any possibility of posting the source for these hands?
>
> Maybe when I've cleaned it and commented it.
>

I'll be waiting! :-)

>
> > I've been working on an animated character myself,
> > and my efforts at making hands have been atrocious!
>
> Mine were too until I tried using 3 blob cylinders for the "body" of the
> hand: \|/
> It looked OK, so I went on from there.

That's what I've been having problems with. I'll have to try it.

>
>
> How do you animate your character?

Not very well at this point, but it's getting better.
I use Colefax's clockmod macros for all motion control.
It allows for many type of non-linear motions when interpolating
between points. I've got the head done, and the mouth movements
look good. I'm working on the limbs now. The modelling is easy
enough for a cartoonish character, which is what I'm shooting
for. (I leave the really impressive modelling to others like
H.E Day!) As to how it will turn out once I start trying some
complex movements, I'm not holding my breath. We'll see.


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From: Eric Freeman
Subject: Re: Hands improved
Date: 12 Apr 2000 21:50:26
Message: <38f527e2@news.povray.org>
Very cool.  The only thing I've been able to make with blobs is... er...
well... blobs.

Eric
--------------------
http://www.datasync.com/~ericfree
--------------------
"I don't like it, and I'm sorry I ever had anything to do with it."
- Erwin Schrodinger talking about Quantum Mechanics.


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From: David Fontaine
Subject: Re: Hands improved
Date: 12 Apr 2000 23:16:36
Message: <38F53BB7.A3A24F8E@faricy.net>
Rune wrote:

> Here's an improved version...

Hey, I just realized there's only three fingers. Can't wait to see the
alien...

--
___     _______________________________________________
 | \     |_          <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: TonyB
Subject: Re: Patch Request? was Re: Hands
Date: 13 Apr 2000 00:12:29
Message: <38f5492d@news.povray.org>
I'll third that. I've wanted something like that since forever. Maybe HE Day
can give us a hint on how to do that in Official POV.


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From: TonyB
Subject: Re: Hands
Date: 13 Apr 2000 00:16:41
Message: <38f54a29@news.povray.org>
>What do you think of the new version?


It's definitely better. Have you tried Day's "feathering" method? Perhaps
you could get smoother joints with that.

Do you plan on expanding the model beyond the hands? :)


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From: Rick [Kitty5]
Subject: Re: Hands improved
Date: 13 Apr 2000 06:50:41
Message: <38f5a681$1@news.povray.org>
Are you sure? - what did you change - it looks the same as the last one if
memory serves...(damn os keeps crashing..)

Rick


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From: ingo
Subject: Re: Patch Request? was Re: Hands
Date: 13 Apr 2000 09:06:48
Message: <8F159976Dseed7@204.213.191.228>
Bill DeWitt wrote:

>So that component (A) blobs with (B) and (C) but (B) and (C) don't blob
>together

Could this be done with Isosurface functions?
Turn the blob bodyparts into sepparate functions with pigment{object 
..}, or use the blob-pattern directly. Then blob these functions together 
the way you want it and make an isosurface object. 


Ingo

-- 
Photography: http://members.home.nl/ingoogni/
Pov-Ray    : http://members.home.nl/seed7/


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From: Bill DeWitt
Subject: Re: Patch Request? was Re: Hands
Date: 13 Apr 2000 12:02:03
Message: <38f5ef7b@news.povray.org>
"ingo" <ing### [at] homenl> wrote in message
news:8F159976Dseed7@204.213.191.228...
> Bill DeWitt wrote:
>
> >So that component (A) blobs with (B) and (C) but (B) and (C) don't blob
> >together
>
> Could this be done with Isosurface functions?
>

    Good question! I bet it could. But I am still working on a branching
tree isosurface. In between several other projects -and- having the in-laws
stay over for two weeks.... can't just disappear into the computer room for
a couple hours like I might otherwise do...


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From: Rune
Subject: Re: Patch Request? was Re: Hands
Date: 13 Apr 2000 15:17:34
Message: <38f61d4e@news.povray.org>
"Bill DeWitt" wrote:
> "Rune" <run### [at] inamecom> wrote :
> > That way I avoid the fingers blob together
>
> 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.

That would probably be great for many things but I wouldn't have used it for
this hand anyway. Textures on blob elements blob together and I don't want
that. I can't just texture the whole blob to avoid it, because the hand is
poseable and intended for animations.

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
Date: 13 Apr 2000 15:17:36
Message: <38f61d50@news.povray.org>
"Wayne Gordon" wrote:
> Rune wrote:
> > "Wayne Gordon" wrote:
> > > Any possibility of posting the source for these hands?
> > Maybe when I've cleaned it and commented it.
> I'll be waiting! :-)

Just remember that I didn't promise anything! :-)

> > How do you animate your character?
>
> Not very well at this point, but it's getting better.
> I use Colefax's clockmod macros for all motion control.

I'm programming some inverse kinematics and I plan to use splines to control
all the control points and control vectors and so on...

> The modelling is easy enough for a cartoonish character,
> which is what I'm shooting for.

Same here.

I hope to see your character here sometime :-)

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
Date: 13 Apr 2000 15:17:37
Message: <38f61d51@news.povray.org>
"TonyB" wrote:
> >What do you think of the new version?
> It's definitely better.

Thanks!

> Have you tried Day's "feathering" method?

No, what is that, and where can I find it?

> Do you plan on expanding the model beyond the hands? :)

As I said, just a little part of something I'm working on...

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: 13 Apr 2000 15:17:39
Message: <38f61d53@news.povray.org>
"Eric Freeman" wrote:
> Very cool.

Thanks!

> The only thing I've been able to make
> with blobs is... er... well... blobs.

There's nothing wrong with blob blobs... :-)

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: 13 Apr 2000 15:17:40
Message: <38f61d54@news.povray.org>
"David Fontaine" wrote:
> Hey, I just realized there's only three fingers.

Only *four* fingers that is...

> Can't wait to see the alien...

An alien is what it is!
(That green pigment was a hint too...)

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: 13 Apr 2000 15:17:41
Message: <38f61d55@news.povray.org>
"Rick [Kitty5]" wrote:
> Are you sure?

Yes.

> what did you change?

The thumb is improved.

If you put the images next to each other some way or switch quickly between
them it should be easy to see the difference.

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: TonyB
Subject: Re: Hands
Date: 13 Apr 2000 20:05:21
Message: <38f660c1@news.povray.org>
IIRC, it should be somewhere in the thread about his Star Trek spaceship.


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From: Rune
Subject: Re: Hands
Date: 14 Apr 2000 11:50:08
Message: <38f73e30@news.povray.org>
"TonyB" wrote:
> IIRC, it should be somewhere in the thread about his Star Trek spaceship.

I can't find it :-(

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: 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,
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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

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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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