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From: Christoph Hormann
Subject: Re: Odd blur effect: squared spheres
Date: 28 Aug 2002 05:20:25
Message: <3D6C95D9.F79F18BF@gmx.de>
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Gilles Tran wrote:
>
> [...]
>
> Yes, it's the patch by Mael (it also contains finish maps, HDRI support and
> a whole lot of goodies). Unfortunately he has removed it from its location
> but when he has something clean to show he'll tell us.
I really wonder why, most of the patches were already in a previous
version so i suppose they are quite well tested. The projection pattern
looked really interesting.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______
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> I really wonder why, most of the patches were already in a previous
> version so i suppose they are quite well tested.
they were in a previous version but not really tested (and they still are not
:)
for those who want to try my current patched pov3.5 you can download this file
:
http://195.221.122.126/tmp/mlpov08.zip (1.7 Mo, windows exe only, compiled
with vc6 so probably slower than official version)
extract in your pov3.5 directory and run the mlpov.exe
for documentation (in french) click the mlpov button next to 'irtc site'
button
this version includes :
-aoi : new pattern , angle between incident ray and normal
-projection : new pattern, projection of an object
-shadow_pigment : to colorize shadows
-bokeh_pigment : for a customizable focal blur
-synthese : to create a new image_map from a sample image
-finish maps : to specify a function for finish parameters
don't forget to add
#version unofficial mlpov 0.8;
in your scene to test the patches.
M
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From: Christoph Hormann
Subject: Re: Odd blur effect: squared spheres
Date: 28 Aug 2002 08:52:00
Message: <3D6CC770.BD2FAEC6@gmx.de>
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Mael wrote:
>
> > I really wonder why, most of the patches were already in a previous
> > version so i suppose they are quite well tested.
>
> they were in a previous version but not really tested (and they still are not
> :)
> for those who want to try my current patched pov3.5 you can download this file
> :
> http://195.221.122.126/tmp/mlpov08.zip (1.7 Mo, windows exe only, compiled
> with vc6 so probably slower than official version)
> extract in your pov3.5 directory and run the mlpov.exe
> for documentation (in french) click the mlpov button next to 'irtc site'
> button
> [...]
I have already downloaded this, but it would be much better if i was able
to use it on my linux box. Also if you supply the source code it would be
likely that possible problems with the implementation are discovered in
case you don't have the time to test it in detail.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______
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> I have already downloaded this, but it would be much better if i was able
> to use it on my linux box. Also if you supply the source code it would be
> likely that possible problems with the implementation are discovered in
> case you don't have the time to test it in detail.
i'm still doing some experimentations with the code, but may be later i will
try to compile a version for linux
you can download the modified sources here
http://195.221.122.126/tmp/sources08.zip
(if you're not too afraid to look at my ugly code :)
M
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in news:3d6cc1ac$1@news.povray.org Mael wrote:
> -synthese : to create a new image_map from a sample image
>
Mael,
Thanks for the patch, I'm especialy facinated with the sythese and
ofcourse I want always more. Would it be possible to use that kind of
algorithem in 3D-space? Randomly picking small cubes from a unit cube
and build a new pattern from there, in SDL something like:
pigment {
bozo
warp {synthese, BlockSizeVector, RandomStream}
}
Ingo
p.s. Good documentation!
Would have been even nicer if it was in dutch ;)
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> Thanks for the patch, I'm especialy facinated with the sythese and
> ofcourse I want always more. Would it be possible to use that kind of
> algorithem in 3D-space? Randomly picking small cubes from a unit cube
> and build a new pattern from there, in SDL something like:
the current synthese algorithm needs to build the entire new image_map before
using it, You have to tell you want a 500x500 new image, it computes it, and
then uses it. This algorithm can't find a value at a random (x,y) point
directly. (And the construction is quite slow so if you want to use it it's
better to create the image, save it, and use it as a normal image_map)
so in 3D it would be possible but the result would be pre-computed values on a
3D grid (voxels) of a given size
> p.s. Good documentation!
thanks, i writed it in docbook xml format and used some modified .xsl to try
to match the povray documentation :)
> Would have been even nicer if it was in dutch ;)
:))
M
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From: Christoph Hormann
Subject: Re: Odd blur effect: squared spheres
Date: 28 Aug 2002 10:05:37
Message: <3D6CD8B1.BA46A08B@gmx.de>
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Mael wrote:
>
> [...]
>
> i'm still doing some experimentations with the code, but may be later i will
> try to compile a version for linux
> you can download the modified sources here
> http://195.221.122.126/tmp/sources08.zip
> (if you're not too afraid to look at my ugly code :)
Thanks, that should be perfectly sufficient, no need for a compiled
version, like most linux users i prefer doing my own compile anyway.
BTW, what's 'BRDF_PATCH', is it not in the compiled windows version or is
it just not documented yet?
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______
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From: Christoph Hormann
Subject: Re: Odd blur effect: squared spheres
Date: 28 Aug 2002 10:06:48
Message: <3D6CD8F0.DFADBAA@gmx.de>
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Mael wrote:
>
> [...]
>
> thanks, i writed it in docbook xml format and used some modified .xsl to try
> to match the povray documentation :)
Sounds interesting and might be suited for a general patch documentation
system (i suppose it does not require tools that are not freely
available).
If you could write some short tutorial about the steps used to generate it
that would be great.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______
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in news:3d6cd3b2$1@news.povray.org Mael wrote:
> so in 3D it would be possible but the result would be pre-computed
> values on a 3D grid (voxels) of a given size
>
Was afraid that that would be the awnser,
Thanks,
Ingo
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> Thanks, that should be perfectly sufficient, no need for a compiled
> version, like most linux users i prefer doing my own compile anyway.
>
> BTW, what's 'BRDF_PATCH', is it not in the compiled windows version or is
> it just not documented yet?
it's not in the compiled windows version because it's a work in progress, i'm
doing some tests writing BRDF stuff (for anisotropic highlights for example,
or to give a local micro-geometry and computes the resulting BRDF) (it really
needs lot of work...)
M
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