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Hi,
Here are a few images to illustrate the versatility of the Domenator utility
which is a 3D shape generator using OpenGL (used to be a Moray plug-in).
As you can see actual cathedral/church/mosque may be modeled with Domenator
(that was my start point), but you can also model many very different shapes
(sword's blade, umbrella, ice-cream, futuristic building, etc.).
These images are not very nice because I wanted to show Domes and nothing
else (no background, no other objects (but the bottom of the cage which is a
simple cylinder), not a great deal of work on material .).
You can find the exe file in the binaries.utilities forum.
This is a beta-version, so there is room for improvement, thanks to you for
pointing me bugs and desired features.
If some of you are interested, I will also transform my other Moray plug-ins
into stand alone programs (including SeaShell, Knots, Tube .)
Best regards.
Futuristic Building, Waste Paper basket, Asian Hat, Umbrella and Sword's
Blades are made of only one dome.
Rusty Bird's Cage is made of one dome and one cylinder.
Saviour Dome is made of two domes (the main body and the top cone). I also
included a view of this dome "in situ", with a bit more of work.
La Defense Conference Hall is made of two domes (one for the concrete part
and one for the glass part (the very same dome but with no window)).
Ice Cream is made of two domes, one for the cornet and one for the actual
ice-cream (Vanilla - Fudge).
Staring from the Darth Vader helmet, you can model dinner plates ;-)
Sorry for my lousy English ;((.
Post a reply to this message
Attachments:
Download 'Domenator.jpg' (202 KB)
Download 'saviour.jpg' (24 KB)
Preview of image 'Domenator.jpg'

Preview of image 'saviour.jpg'

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Philippe! How good to see you back here! Welcome!
Excellent idea to have Domenator as a stand alone utility. I have great
use for it (Gancaloon of course) but I have been unsure about whether to
reinstall Moray on my new PC or not. It is/was one of my favourite plugins.
Your other plugins would be welcomed too, especially Seashell I think.
Thomas
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Hi Thomas,
Thanks for your kinds comments.
You will be able to re-create the domes you have created with Moray (just
let the new parameters to their default value, but I hope you will enjoy
them).
There is only one exception: the inverse check box which was equivalent to a
negative height+scale.
Future developpment: use a mesh2 rather than a mesh and use interior texture
Philippe
PS : there is no documentation so far so, don't hesitate to ask ...
--
Philippe
"Thomas de Groot" <tho### [at] degroot org> a écrit dans le message de news:
4f925ba9$1@news.povray.org...
> Philippe! How good to see you back here! Welcome!
>
> Excellent idea to have Domenator as a stand alone utility. I have great
> use for it (Gancaloon of course) but I have been unsure about whether to
> reinstall Moray on my new PC or not. It is/was one of my favourite
> plugins.
>
> Your other plugins would be welcomed too, especially Seashell I think.
>
> Thomas
Post a reply to this message
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On 21-4-2012 10:21, Philippe Gibone wrote:
> Hi Thomas,
>
> Thanks for your kinds comments.
>
> You will be able to re-create the domes you have created with Moray (just
> let the new parameters to their default value, but I hope you will enjoy
> them).
>
> There is only one exception: the inverse check box which was equivalent to a
> negative height+scale.
>
> Future developpment: use a mesh2 rather than a mesh and use interior texture
>
> Philippe
>
> PS : there is no documentation so far so, don't hesitate to ask ...
>
Well for a start, I am stuck with the msvcr100d.dll. Downloaded it and
put it in Windows\System32 Windows\SysWOW64 and in the Domenator
directory as indicated by the site, and restarted the PC. However, I get
an error message telling me that the dll is missing from my computer.
Checked this with CMD regsvr32 and got the answer that the module may
not be compatible with the version of windows I am running.
Using windows7 x64.
Thomas
Post a reply to this message
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Thomas de Groot wrote:
> Well for a start, I am stuck with the msvcr100d.dll.
a dependency to this dll is usually a build problem of
the program. It should be built with release configuration
to publish it. Then it will run on any system that has the
VC++ 2010 runtime environment installed (which is usually
present on newer systems but you can also download it
from the website of microsoft).
Also, manually copying msvcr* dlls to windows system directory
may not work on newer version of Windows, they have some protection
against getting corrupted and the simple folder view presented by
explorer is an illusion hiding all the side-by-side versioning issues
(you could still try to place the dll next to the exe, note that you
need the correct bitness depending on whether the application is
compiled for x86 or x64).
Post a reply to this message
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On 21-4-2012 13:53, Christian Froeschlin wrote:
> (you could still try to place the dll next to the exe,
Well, that did not work.
Thomas
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With the sequel of the sequel: glut32.dll is missing.
I have couple of copies (different dates and sizes) of this for the
ancient TesselSphere, Terragen2, and Silo2, in their respective
directories. What should I do?
Thomas
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Hi Thomas,
I'm really sorry for that, OpenGL seems to be a real mess, this is my first
programm using it, it may be the last.
The DLL on my computer are :
glu32.dll 22/08/2001 21:00 116 736
glut32.dll 27/03/2005 12:10 483 460
Hope that helps
Philippe
--
Philippe
"Thomas de Groot" <tho### [at] degroot org> a écrit dans le message de news:
4f93c518$1@news.povray.org...
> With the sequel of the sequel: glut32.dll is missing.
>
> I have couple of copies (different dates and sizes) of this for the
> ancient TesselSphere, Terragen2, and Silo2, in their respective
> directories. What should I do?
>
> Thomas
Post a reply to this message
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On 22-4-2012 19:32, Philippe Gibone wrote:
> Hi Thomas,
>
> I'm really sorry for that, OpenGL seems to be a real mess, this is my first
> programm using it, it may be the last.
>
> The DLL on my computer are :
> glu32.dll 22/08/2001 21:00 116 736
> glut32.dll 27/03/2005 12:10 483 460
>
> Hope that helps
It does, Philippe, thanks. I just copied my youngest glut32.ddl from
Silo2 to the Domenator directory. It works now. Going to play ;-)
...later: Works well and hugely enjoyable. A couple of questions:
(1) Not sure what Translation Z does. Now it shears the dome, allowing
an inside view. Is that correct?
(2) Materials: How are they invoked?
(3) Mesh2{} would be great eventually, including the csg objects.
Thomas
Post a reply to this message
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Hi Thomas,
Very good news.
> (1) Not sure what Translation Z does. Now it shears the dome, allowing an
> inside view. Is that correct?
It is a scaling along the z-axis (in OpenGL and Moray, which happens to be
the y-axis in POV-Ray) this scaling is done before the struts and spheres
are created (it has no particular effect on the "faces").
I enclosed an image of a Dome with no scaling (on the left), with pov-ray
z-scaling (in the middle) and with the Dome z-scaling (on the right)
> (2) Materials: How are they invoked?
I choose materials rather than textures because when you want to use a
texture, you just have to write :
#declare Mat1 = {texture {myFavoriteTexture}}
And you have turn your favorite texture into a material.
> (3) Mesh2{} would be great eventually, including the csg objects.
If you're not the only one to be interested in I will (if you're the only
one, it will take a little bit more of time ;-)).
Regards
Philippe
--
Philippe
"Thomas de Groot" <tho### [at] degroot org> a écrit dans le message de news:
4f95013e$1@news.povray.org...
> On 22-4-2012 19:32, Philippe Gibone wrote:
>> Hi Thomas,
>>
>> I'm really sorry for that, OpenGL seems to be a real mess, this is my
>> first
>> programm using it, it may be the last.
>>
>> The DLL on my computer are :
>> glu32.dll 22/08/2001 21:00 116 736
>> glut32.dll 27/03/2005 12:10 483 460
>>
>> Hope that helps
>
> It does, Philippe, thanks. I just copied my youngest glut32.ddl from
> Silo2 to the Domenator directory. It works now. Going to play ;-)
>
> ...later: Works well and hugely enjoyable. A couple of questions:
> (1) Not sure what Translation Z does. Now it shears the dome, allowing
> an inside view. Is that correct?
> (2) Materials: How are they invoked?
> (3) Mesh2{} would be great eventually, including the csg objects.
>
> Thomas
>
Post a reply to this message
Attachments:
Download 'ScaleZ.jpg' (100 KB)
Preview of image 'ScaleZ.jpg'

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On 23-4-2012 17:53, Philippe Gibone wrote:
> Hi Thomas,
>
> Very good news.
Sorry for answering late. I was involved with other matters.
>
>> (1) Not sure what Translation Z does. Now it shears the dome, allowing an
>> inside view. Is that correct?
> It is a scaling along the z-axis (in OpenGL and Moray, which happens to be
> the y-axis in POV-Ray) this scaling is done before the struts and spheres
> are created (it has no particular effect on the "faces").
> I enclosed an image of a Dome with no scaling (on the left), with pov-ray
> z-scaling (in the middle) and with the Dome z-scaling (on the right)
OK. Understood.
>
>> (2) Materials: How are they invoked?
> I choose materials rather than textures because when you want to use a
> texture, you just have to write :
> #declare Mat1 = {texture {myFavoriteTexture}}
> And you have turn your favorite texture into a material.
I understand that; however, one has to invoke an .inc file I suppose, or
should the material just be sitting in the Domenator directory?
>
>> (3) Mesh2{} would be great eventually, including the csg objects.
> If you're not the only one to be interested in I will (if you're the only
> one, it will take a little bit more of time ;-)).
Fair enough.
Thomas
Post a reply to this message
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Hi Thomas,
Don't worry about any delay, I saw you are working on Gancaloon ;-))
About the material, the answer is : they must be defined in an INC file.
I thought of some sort of a texture list file, but I'm not sure it would be
really useful. If you have any new feature request on this topic or any
other one : just tell.
Best regards
Philippe
--
Philippe
"Thomas de Groot" <tho### [at] degroot org> a écrit dans le message de news:
4f9a5897$1@news.povray.org...
> On 23-4-2012 17:53, Philippe Gibone wrote:
>> Hi Thomas,
>>
>> Very good news.
> Sorry for answering late. I was involved with other matters.
>
>>
>>> (1) Not sure what Translation Z does. Now it shears the dome, allowing
>>> an
>>> inside view. Is that correct?
>> It is a scaling along the z-axis (in OpenGL and Moray, which happens to
>> be
>> the y-axis in POV-Ray) this scaling is done before the struts and spheres
>> are created (it has no particular effect on the "faces").
>> I enclosed an image of a Dome with no scaling (on the left), with pov-ray
>> z-scaling (in the middle) and with the Dome z-scaling (on the right)
> OK. Understood.
>
>>
>>> (2) Materials: How are they invoked?
>> I choose materials rather than textures because when you want to use a
>> texture, you just have to write :
>> #declare Mat1 = {texture {myFavoriteTexture}}
>> And you have turn your favorite texture into a material.
> I understand that; however, one has to invoke an .inc file I suppose, or
> should the material just be sitting in the Domenator directory?
>>
>>> (3) Mesh2{} would be great eventually, including the csg objects.
>> If you're not the only one to be interested in I will (if you're the only
>> one, it will take a little bit more of time ;-)).
> Fair enough.
>
> Thomas
Post a reply to this message
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On 27-4-2012 17:00, Philippe Gibone wrote:
> Hi Thomas,
>
> Don't worry about any delay, I saw you are working on Gancaloon ;-))
How do you know?!;-)
>
> About the material, the answer is : they must be defined in an INC file.
>
> I thought of some sort of a texture list file, but I'm not sure it would be
> really useful. If you have any new feature request on this topic or any
> other one : just tell.
An INC file is perfect. Something you could add however is a way to
include the INC file in the dome.inc file. For instance in the Files
Menu, have a box where the name of the INC file can be given, and have
that file included in the dome.inc after the comments list like this:
....
// fNoiseProgressiveR = 0.000000
// fNoiseProgressiveZ = 0.000000
#include "MyTextures.inc"
// MaxI = 121 ; MaxJ = 39
#declare MyDome = union {
sphere { < 0.000000, 1.000000, 0.000000 >, 0.030000 }
cone { < 0.041325, 0.999146, 0.000000 >, 0.030000, < 0.000000, 1.000000,
0.000000 >, 0.030000 }
....
Thomas
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Hi Thomas
> An INC file is perfect. Something you could add however is a way to
> include the INC file in the dome.inc file. For instance in the Files Menu,
> have a box where the name of the INC file can be given, and have that file
> included in the dome.inc after the comments list like this:
Very good Idea, I will think of it.
It would also authorize Domenator to extract the names of the
materials/textures in that inc file and to propose them in list-boxes ...
To be continued ;-))
Philippe
Post a reply to this message
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On 23-4-2012 9:14, Thomas de Groot wrote:
> (3) Mesh2{} would be great eventually, including the csg objects.
I have been looking into the possibilities of exporting the dome
triangles, using Poseray. This works well and gives the possibility to
export then to an OBJ file, which I can load into Silo2.
Something that I noticed then is that the triangle pairs forming the
quads have opposing normal orientation, caused - I suppose - by the way
the triangles are built. This poses a problem for further working on the
object.
Is is possible to build the dome with a uniform orientation of all the
triangle normals? That would help a lot.
Thanks!
Thomas
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On 10-5-2012 14:33, Thomas de Groot wrote:
> Is is possible to build the dome with a uniform orientation of all the
> triangle normals? That would help a lot.
It would not be too difficult. As I just wrote a little mesh-building
macro, I see that all triangle vertexes should wind clockwise in order
to get all the normals consistently pointing up/out of the mesh. I
suppose the same applies to smoothed triangles.
Thomas
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Hello Thomas,
Sorry for the delay, but no problem, I will do that (it's a mistake anyway)
Regards
Philippe
--
Philippe
"Thomas de Groot" <tho### [at] degroot org> a écrit dans le message de news:
4fabb589$1@news.povray.org...
> On 23-4-2012 9:14, Thomas de Groot wrote:
>> (3) Mesh2{} would be great eventually, including the csg objects.
>
> I have been looking into the possibilities of exporting the dome
> triangles, using Poseray. This works well and gives the possibility to
> export then to an OBJ file, which I can load into Silo2.
>
> Something that I noticed then is that the triangle pairs forming the quads
> have opposing normal orientation, caused - I suppose - by the way the
> triangles are built. This poses a problem for further working on the
> object.
>
> Is is possible to build the dome with a uniform orientation of all the
> triangle normals? That would help a lot.
>
> Thanks!
>
> Thomas
Post a reply to this message
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"Philippe Gibone" <ph.### [at] wanadoo fr> wrote:
> Hi Thomas,
>
> Very good news.
>
> > (1) Not sure what Translation Z does. Now it shears the dome, allowing an
> > inside view. Is that correct?
> It is a scaling along the z-axis (in OpenGL and Moray, which happens to be
> the y-axis in POV-Ray) this scaling is done before the struts and spheres
> are created (it has no particular effect on the "faces").
> I enclosed an image of a Dome with no scaling (on the left), with pov-ray
> z-scaling (in the middle) and with the Dome z-scaling (on the right)
>
> > (2) Materials: How are they invoked?
> I choose materials rather than textures because when you want to use a
> texture, you just have to write :
> #declare Mat1 = {texture {myFavoriteTexture}}
> And you have turn your favorite texture into a material.
>
> > (3) Mesh2{} would be great eventually, including the csg objects.
> If you're not the only one to be interested in I will (if you're the only
> one, it will take a little bit more of time ;-)).
>
> Regards
>
> Philippe
>
>
> --
> Philippe
> "Thomas de Groot" <tho### [at] degroot org> a écrit dans le message de news:
> 4f95013e$1@news.povray.org...
> > On 22-4-2012 19:32, Philippe Gibone wrote:
> >> Hi Thomas,
> >>
> >> I'm really sorry for that, OpenGL seems to be a real mess, this is my
> >> first
> >> programm using it, it may be the last.
> >>
> >> The DLL on my computer are :
> >> glu32.dll 22/08/2001 21:00 116 736
> >> glut32.dll 27/03/2005 12:10 483 460
> >>
> >> Hope that helps
> >
> > It does, Philippe, thanks. I just copied my youngest glut32.ddl from
> > Silo2 to the Domenator directory. It works now. Going to play ;-)
> >
> > ...later: Works well and hugely enjoyable. A couple of questions:
> > (1) Not sure what Translation Z does. Now it shears the dome, allowing
> > an inside view. Is that correct?
> > (2) Materials: How are they invoked?
> > (3) Mesh2{} would be great eventually, including the csg objects.
> >
> > Thomas
> >
Can you sent me a link to the domenator plugin? phy### [at] gmail com, Thank you.
Post a reply to this message
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On 8-8-2018 7:32, Giantkiller wrote:
> Can you sent me a link to the domenator plugin? phy### [at] gmail com, Thank you.
>
>
This should be the one:
http://news.povray.org/povray.binaries.utilities/thread/%3Cweb.5ab27e6cee2e1936a1e60c470%40news.povray.org%3E/
--
Thomas
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