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2h21mn on my AMD K6-450MHz 160M Ram, no special options except
max_trace_level raised to 50 for the water
Baillp
3a852d01@news.povray.org...
> yes - put it online!!
>
> i love the water it makes a really nice addition to this scene.
>
> whats the render time of this?
>
>
> --
> Rick
>
> POV-Ray News & Resources - http://povray.co.uk
> Kitty5 WebDesign - http://kitty5.com
> Hi-Impact web site design & database driven e-commerce
> TEL : +44 (01625) 266358 - FAX : +44 (01625) 611913 - ICQ : 15776037
>
> PGP Public Key
> http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
>
>
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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
Baillp
3a857fac@news.povray.org...
>
> Yes, please post the software.
>
> --
> Andy Cocker
>
> ---------------------------------------------------------------
> listen to my music at:
> www.mp3.com/lunarland
> ---------------------------------------------------------------
>
> 'I spilled spot remover on my dog. He's gone now. '
> 'I went to a restaurant that serves "breakfast at any time."
> So I ordered french toast during the Renaissance. '
>
> - Steven Wright.
> ---------------------------------------------------------------
>
>
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yes that's a fault in every picture I do, it's certainly due to the fact
that I'm really not an artist and texture is probably the most artistic part
of a picture don't you think ? anyway I keep trying to get better
Baillp
3a8559a9$1@news.povray.org...
> Nice job. Layout and general modeling look great, as of course does the
> water. My only major complaint would be the textures (computer monitor,
> pencil, coffee cup, etc) which look way to clean and plastic. Dirty up
some
> things and this could be an inarguable masterpiece.
>
> -Chris-
>
> Pascal Baillehache <bai### [at] free fr> wrote in message
> news:3a8513a7@news.povray.org...
> > 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
> >
> >
> >
>
>
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In article <3a85c8d5@news.povray.org>, "Pascal Baillehache"
<bai### [at] free fr> 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] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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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] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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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] mac com, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tag povray org, http://tag.povray.org/
>
> <><
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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] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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In article <3a86fa5f$1@news.povray.org>, "Pascal Baillehache"
<bai### [at] free fr> 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] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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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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In article <3a899c48@news.povray.org>, "Pascal Baillehache"
<bai### [at] free fr> 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] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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