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Am 17.07.2013 04:27, schrieb clipka:
> Am 09.06.2013 15:12, schrieb Christian Froeschlin:
>
>>> (In fact, why aren't coders posting more patches? Is everyone waiting
>>> till 3.7 Final or something?)
>>
>> actually I seem to recall the license / source code comments did not
>> allow the publishing of modified sources for beta versions. Not sure if
>> that also holds for release candidates.
>
> The corresponding text is still in all the file headers
(of RC7, that is)
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Am 19.06.2013 16:49, schrieb Thomas de Groot:
>> Bring on mcpov merged into POV 3.7 !! If I had the time I'd definitely
>> give it a shot.
>
> I am too happy with 3.7 for the things I do. ;-)
Believe me, once you get to toy around with blurred reflections you
/will/ want them integrated in 3.7 :-) It's amazing how much more
credibility it brings to textures midway between between dull and shiny
(non-polished metallic surfaces are just the tip of the iceberg in this
regard).
(You /will/ also want a faster computer of course :-P)
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Am 17.06.2013 16:41, schrieb scott:
> The only reason I left the sphere object in there is because in mcpov
> you can't use light_sources, you are forced to model a sun as a very
> bright sphere.
... which is a huge drawback of MCPOV, if I'm asked. The ideal solution
would be to have the best of both worlds.
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From: clipka
Subject: Re: Sky simulation: what is wrong with this particular code?
Date: 16 Jul 2013 23:03:31
Message: <51e60983$1@news.povray.org>
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Am 10.07.2013 16:43, schrieb Cousin Ricky:
> scott <sco### [at] scott com> wrote:
>> While we're at it this also causes an error (even if the definition for
>> A is in a different file):
>>
>> #macro A()
>> #end
>> #macro B()
>> #local A=1;
>> #end
>> B()
>>
>> This one is a bit more serious as it means if any macro in your scene
>> uses a local variable with the same name as another macro you'll get an
>> error.
>
> This is a known problem, although I do not know that the POV Team perceives it
> as a problem. When I brought it up 5 years ago, I was quoted documentation of
> macro names being global in scope, which was just a red herring. This behavior
> breaks the very concept of local variables and makes "black box" modularization
> impossible.
The current POV-Ray development team (*) does perceive the whole 3.x
generation SDL parser as one big monolithic problem :-P
(* or "dev team" for short; I guess that's what you mean. There did
exist some group of people called the "POV Team", but they were focused
on user support rather than development.)
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On 17-7-2013 4:50, clipka wrote:
> Believe me, once you get to toy around with blurred reflections you
> /will/ want them integrated in 3.7 :-) It's amazing how much more
> credibility it brings to textures midway between between dull and shiny
> (non-polished metallic surfaces are just the tip of the iceberg in this
> regard).
Oh, I do understand that indeed. Let's say that I am not too
demanding... ;-)
>
> (You /will/ also want a faster computer of course :-P)
>
Yeah...
Thomas
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>> The only reason I left the sphere object in there is because in mcpov
>> you can't use light_sources, you are forced to model a sun as a very
>> bright sphere.
>
> ... which is a huge drawback of MCPOV, if I'm asked. The ideal solution
> would be to have the best of both worlds.
Indeed - bring it on! :-)
The other obvious drawback is that you need to run multiple instances of
MCPOV (all started at least 1 second apart as I found out...) to make
good use of modern CPUs, then merge the images afterwards. I've
automated this process but it's still not as good as being able to do it
all in one program and see the results in real time.
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Am 17.07.2013 09:52, schrieb scott:
>>> The only reason I left the sphere object in there is because in mcpov
>>> you can't use light_sources, you are forced to model a sun as a very
>>> bright sphere.
>>
>> ... which is a huge drawback of MCPOV, if I'm asked. The ideal solution
>> would be to have the best of both worlds.
>
> Indeed - bring it on! :-)
Guess what: I probably will :-D
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Thomas de Groot <tho### [at] degroot org> wrote:
> I think I found the culprit: Your original SunPos() is divided by 1000!
>
> Thomas
What line number is that at? I am having the same issue.
Mike
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On 8-9-2016 8:56, posfan12 wrote:
> Thomas de Groot <tho### [at] degroot org> wrote:
>> I think I found the culprit: Your original SunPos() is divided by 1000!
>>
>> Thomas
>
> What line number is that at? I am having the same issue.
>
>
> Mike
>
Goodness! That was three years ago! ;-)
Without going over the whole discussion again, I guess it is about:
// uncomment the below lines to have a physical sun in the scene with
realistic brightness
// and size (useful if using mcpov or perhaps radiosity?)
#local SunRadius = vlength(sp/1000)/214.8;
sphere{ sp/1000, SunRadius pigment{color rgb 1} finish{emission 1}
no_shadow}
Forgive me, I do not have the info freshly available in my mind anymore...
--
Thomas
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>>> I think I found the culprit: Your original SunPos() is divided by 1000!
>>>
>>> Thomas
>>
>> What line number is that at? I am having the same issue.
>>
>>
>> Mike
>>
>
> Goodness! That was three years ago! ;-)
>
> Without going over the whole discussion again, I guess it is about:
>
> // uncomment the below lines to have a physical sun in the scene with
> realistic brightness
> // and size (useful if using mcpov or perhaps radiosity?)
> #local SunRadius = vlength(sp/1000)/214.8;
> sphere{ sp/1000, SunRadius pigment{color rgb 1} finish{emission 1}
> no_shadow}
>
> Forgive me, I do not have the info freshly available in my mind anymore...
IIRC I think the consensus was that the 1000 factor (used on both lines)
should be tweaked to make the sphere seem "far away" in your specific
scene (but not too far away it causes accuracy issues). I think without
the /1000 the sun is just too far away for the maths to cope when
dealing with normal scenes of the order of a few metres.
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