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19 Aug 2024 04:25:12 EDT (-0400)
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From: Chris Huff
Subject: Re: I want holidays ! (final)
Date: 10 Feb 2001 18:24:23
Message: <chrishuff-D4A889.18245010022001@news.povray.org>
In article <3a85c8d5@news.povray.org>, "Pascal Baillehache" 
<bai### [at] freefr> wrote:

> http://baillp.free.fr/fluid.html source will be available in few days 
> when I'll have cleaned it and written a little documentation, I'll 
> send a message on povray.general when it will be ready

I'm interested in the method you used to simulate the liquid...also, 
.df3 file output might be a useful feature, and it might make a good POV 
patch...you could then use POV's functions to do interaction with any 
POV primitive.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

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From: Christoph Hormann
Subject: Re: I want holidays ! (final)
Date: 11 Feb 2001 14:26:22
Message: <3A86E759.AD48C501@gmx.de>
Pascal Baillehache wrote:
> 
> Hello,
> here comes the final touch for this image : the wave coming from the bottle
> representing the sea on this very particular beach. I've made it with a
> fluid simulation soft I've developped, I'll put it on my web site if some of
> you are interested
> I'm waiting your comments
> Baillp
> 

I like it, the lighting somehow emphasizes the contrast IMO, thanks for
giving us the code for the water, it looks really good.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Pascal Baillehache
Subject: Re: I want holidays ! (final)
Date: 11 Feb 2001 15:47:27
Message: <3a86fa5f$1@news.povray.org>

chrishuff-D4A889.18245010022001@news.povray.org...
> I'm interested in the method you used to simulate the liquid...also,
> .df3 file output might be a useful feature,

well if you tell me where to find an accurate description of df3 format
(I've never used it), I could surely add an output function for it.

> and it might make a good POV
> patch...you could then use POV's functions to do interaction with any
> POV primitive.

why not, I think I must keep working on it first until I have a stable
release, then I could look for interaction with POV's functions. I've never
looked POV source, but if there is a way to have primitive surface's
coordinates and normals (I can't believe there is not) it will surely be
easy to do. I promise I will think about it.

> --
> Christopher James Huff
> Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
>
> <><


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From: Christoph Hormann
Subject: Re: I want holidays ! (final)
Date: 11 Feb 2001 17:00:24
Message: <3A870B79.A4ECA1B1@gmx.de>
Pascal Baillehache wrote:
> 
> well if you tell me where to find an accurate description of df3 format
> (I've never used it), I could surely add an output function for it.
> 

Just look in the Pov docu for 'Density_File'

> why not, I think I must keep working on it first until I have a stable
> release, then I could look for interaction with POV's functions. I've never
> looked POV source, but if there is a way to have primitive surface's
> coordinates and normals (I can't believe there is not) it will surely be
> easy to do. I promise I will think about it.
> 

The 'trace' function is probably what you are looking for, it works just
like 'trace' in megapov.

I had a look at the program and did not understand much, because i don't
know C++, but it looks interesting.  

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Chris Huff
Subject: Re: I want holidays ! (final)
Date: 11 Feb 2001 22:04:28
Message: <chrishuff-C2D412.22045611022001@news.povray.org>
In article <3a86fa5f$1@news.povray.org>, "Pascal Baillehache" 
<bai### [at] freefr> wrote:

> well if you tell me where to find an accurate description of df3 format
> (I've never used it), I could surely add an output function for it.

The .df3 format is well documented in the POV manual...it's an extremely 
simple 3D voxel format.


> why not, I think I must keep working on it first until I have a stable
> release, then I could look for interaction with POV's functions.

Well, POV is written in ordinary C, so you might have trouble mixing 
your C++ code in. It might be better to write a new version in POV from 
the start, using the POV vector and object handling code that already 
exists.


> I've never looked POV source, but if there is a way to have primitive 
> surface's coordinates and normals (I can't believe there is not) it 
> will surely be easy to do. I promise I will think about it.

The Intersection() function can get all of this information, you could 
also find the All_Intersections(), Inside(), and Normal() functions 
useful.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

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From: Pascal Baillehache
Subject: Re: I want holidays ! (final)
Date: 13 Feb 2001 15:42:48
Message: <3a899c48@news.povray.org>

chrishuff-C2D412.22045611022001@news.povray.org...
> The .df3 format is well documented in the POV manual...it's an extremely
> simple 3D voxel format.

I'm going to have a look at this

> Well, POV is written in ordinary C, so you might have trouble mixing
> your C++ code in. It might be better to write a new version in POV from
> the start, using the POV vector and object handling code that already
> exists.

the next pov release isn't actually being translated to C++ as I've heard
???

> The Intersection() function can get all of this information, you could
> also find the All_Intersections(), Inside(), and Normal() functions
> useful.

I'll have a look at this too
Baillp


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From: Chris Huff
Subject: Re: I want holidays ! (final)
Date: 19 Feb 2001 18:58:04
Message: <chrishuff-465817.18574319022001@news.povray.org>
In article <3a899c48@news.povray.org>, "Pascal Baillehache" 
<bai### [at] freefr> wrote:

> the next pov release isn't actually being translated to C++ as I've heard
> ???

No. The next release of POV will be POV 3.5, and while it will require a 
C++ compiler, it is still mainly written in C. You are probably thinking 
of POV 4.0, which is a planned complete rewrite of POV in C++.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

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