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10 Oct 2026 16:10:55 EDT (-0400)
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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 11:13:32
Message: <57a7501c@news.povray.org>
On 8/7/2016 3:44 PM, Bald Eagle wrote:
> How are you combining the 3 different channels of media?
> I tried defining 3 boxes with different colored interiors, and it seems that the
> current box seems to "overwrite" the previous box.
>
> Drat this blasted media thing !!!!
> You kids and your fancy new-fangled gadgetry.
> Never satisfied with the simpler things in life.
> When I was a kid, we didn't even have spheres to render with - we had amorphous
> rocks with whatever texture was available.  And they were all drab.
> And it was good enough for us.  AND we liked it.
>
> "Media."   Harrrumph!
>

The youth of today. :P

They say a picture is worth a thousand lines of code. Well at least I do.

I use three media in one interior.
I would post the code but it is messy. I have to overwrite the code 
Bishop3d exports with the code modified to run direct from Pov.
Both Bishop3d and Moray export a pov file for each frame and it takes 
PovRay 16 seconds to save the scene. Creating the tga files to make the 
df3's would take Bishop3d about an hour and a half to export 100 frames 
times 3 for each channel.

-- 

Regards
     Stephen


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From: Cousin Ricky
Subject: Re: Dragon Lady
Date: 7 Aug 2016 11:15:19
Message: <57a75087$1@news.povray.org>
On 08/06/2016 01:43 PM, Stephen wrote:
> I don't know if the book mentions her complexion but emission looks better.
> I'm going to redo this from the start using what I've learned.
> At the moment getting the positions right is next to impossible. So I
> will re-export from Poser and rework it in PoseRay.

What's up with her left forearm?  It looks seriously fractured.


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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 11:28:42
Message: <57a753aa@news.povray.org>
On 8/7/2016 4:13 PM, Stephen wrote:
> I would post the code but

I had better mention that I need to use a multiplier for each media to 
balance the colours.
E.g.
//------- Box0 Raw Script Begin -------
#declare Emission_Factor_R = 10.0 ;
#declare Emission_Factor_G = 3.0 ;
#declare Emission_Factor_B = 15.0 ;

#declare df3_Scarab_ =
material{
   texture {
     pigment {
       color rgbft <1.000,0.000,0.000,0.000,1.000>
     }
   }
   interior{
     ior                 1.000
     caustics            0.000
     dispersion          1.000
     dispersion_samples  7.000
     fade_power          0.000
     fade_distance       0.000
     fade_color          rgb <0.000,0.000,0.000>
     media {
       method     3
       intervals  20
       samples    3, 6
       confidence 0.900
       variance   0.008
       absorption rgb <0.000,0.000,0.000>
       emission   rgb <1.000,0.000,0.000>  * Emission_Factor_R
       aa_threshold 0.100
       aa_level    4
       density {
         density_file df3 "F:\Graphics\B3D 
Data\Scenes\Dahlgren\Eastern\B\Shenlong_01A_R_.df3"
         interpolate 2
       }

     }

     media {
       method     3
       intervals  20
       samples    3, 6
       confidence 0.900
       variance   0.008
       ratio      0.900
	 absorption rgb <0.000,0.000,0.000>
          emission   rgb <0.000,1.000,0.000> * Emission_Factor_G
       aa_threshold 0.100
       aa_level    4
       density {
         density_file df3 "F:\Graphics\B3D 
Data\Scenes\Dahlgren\Eastern\B\Shenlong_01A_G_.df3"
         interpolate 2
       }

     }

     media {
       method     3
       intervals  20
       samples    3, 6
       confidence 0.900
       variance   0.008
       ratio      0.900
       absorption rgb <0.000,0.000,0.000>
       emission   rgb <0.000,0.000,1.000> * Emission_Factor_B
       aa_threshold 0.100
       aa_level    4
       density {
         density_file df3 "F:\Graphics\B3D 
Data\Scenes\Dahlgren\Eastern\B\Shenlong_01A_B_.df3"
         interpolate 2
       }

     }

   }

   translate <-0.500,-0.500,-0.500>
}

//------- Box0 Raw Script End ---------




-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 11:39:26
Message: <57a7562e$1@news.povray.org>
On 8/7/2016 4:14 PM, Cousin Ricky wrote:
> On 08/06/2016 01:43 PM, Stephen wrote:
>> I don't know if the book mentions her complexion but emission looks
>> better.
>> I'm going to redo this from the start using what I've learned.
>> At the moment getting the positions right is next to impossible. So I
>> will re-export from Poser and rework it in PoseRay.
>
> What's up with her left forearm?  It looks seriously fractured.
>

Ah! I did not notice that until about an hour ago.
I think that it was caused by the left arm having the Inverse Kinematics 
flag set in Poser when I applied the standard pose. It can cause 
discontinuities. I will correct it when I next go into Poser to do a 
final export.
And if I remember I will remove that setting from the defaults. <Grrr>

-- 

Regards
     Stephen


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From: And
Subject: Re: Dragon Lady
Date: 7 Aug 2016 11:50:01
Message: <web.57a757f4e7e0b8f7b549e89b0@news.povray.org>
A woman. I made an woman, too.


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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 12:12:15
Message: <57a75ddf$1@news.povray.org>
On 8/7/2016 4:47 PM, And wrote:
> A woman. I made an woman, too.
>

I used Sculptris a few years ago. And I think there has been a lot work 
put into you model.
Nice one. :)
-- 

Regards
     Stephen


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From: Alain
Subject: Re: Dragon Lady
Date: 7 Aug 2016 14:47:38
Message: <57a7824a$1@news.povray.org>
Le 16-08-07 à 07:00, Thomas de Groot a écrit :
> On 7-8-2016 11:30, Stephen wrote:
>> On 8/7/2016 8:30 AM, Thomas de Groot wrote:
>>> The foreground is where I imagine the Scorpions to be and we need to
>>> consider their scale with regards to the environment.
>>>
>>> Much to do but exciting!
>>>
>>> This may perhaps help already: the media used for the atmosphere:
>>>
>>> //start code
>>
>>
>> What are the dimensions of you atmosphere media container?
>>
>
> AtmosScale above: <10, 10, 10>  ;-) and scaled <5, 1.0, 5> This last
> does not influence changes too much.
>
> I have been thinking that emissive media are not influenced by the
> container scale or are they? I seem to remember that obly scattering is
> influenced...
>
>

If you scale the container with the media, then, that scaling will 
affect any media contained. Emissive media will become brighter, 
absorbing media may become totally opaque.

If you want the media effect to remain unchanged, then you always need 
to adjust the density of the media by the inverse of the scaling. Scale 
up by 10, reduce the density or base colour by 10.


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From: Alain
Subject: Re: Dragon Lady
Date: 7 Aug 2016 14:51:51
Message: <57a78347$1@news.povray.org>
Le 16-08-07 à 10:44, Bald Eagle a écrit :
> How are you combining the 3 different channels of media?
> I tried defining 3 boxes with different colored interiors, and it seems that the
> current box seems to "overwrite" the previous box.
>
> Drat this blasted media thing !!!!
> You kids and your fancy new-fangled gadgetry.
> Never satisfied with the simpler things in life.
> When I was a kid, we didn't even have spheres to render with - we had amorphous
> rocks with whatever texture was available.  And they were all drab.
> And it was good enough for us.  AND we liked it.
>
> "Media."   Harrrumph!
>

Use a single container, a box in your case, and give it 3 medias.
Using 3 boxes is bound to give you severe coincident surfaces artefacts: 
For each individual pixels, there is no way to know which box will be 
used and you get a noisy mess.


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From: Bald Eagle
Subject: Re: Dragon Lady
Date: 7 Aug 2016 15:05:00
Message: <web.57a78531e7e0b8f75e7df57c0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> I use three media in one interior.

Changed my code - that seems to work for me now.

> I would post the code but it is messy. I have to overwrite the code
> Bishop3d exports with the code modified to run direct from Pov.

Seems messy and time consuming.

> Both Bishop3d and Moray export a pov file for each frame and it takes
> PovRay 16 seconds to save the scene.

"Frame"?  Is that one of the "slices" to make the DF3?

> Creating the tga files to make the
> df3's would take Bishop3d about an hour and a half to export 100 frames
> times 3 for each channel.

That seems insane.

There has to be a better way / workflow.

I had an idea last night -
I did a quick experiment with the Stanford Dragon mesh:
defined the object
used #declare Variable = VRand_In_Obj(object {StanfordDragon}, Stream);
to get the coordinates of 10,000 spheres, and placed them, made a copy of that
and overlaid it with a "skin", plus rendered a jade textured mesh beside it - in
51 seconds.

I'm thinking that it may be well worth your while to either ditch media and use
an alternate scheme, or use POV-Ray to scan through a full-color solid object
and make a point-cloud right in SDL

http://paulbourke.net/miscellaneous/povexamples/

I think there must be a way to export the full RGB data in a single DF3, and
then maybe overlay the real mesh with a highly-transparent texture.

Can you make the mesh object filled with a media directly?

I don't play with these things very often, so I'm just brainstorming.


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From: Alain
Subject: Re: Dragon Lady
Date: 7 Aug 2016 15:11:57
Message: <57a787fd$1@news.povray.org>
Le 16-08-07 à 11:28, Stephen a écrit :
> On 8/7/2016 4:13 PM, Stephen wrote:
>> I would post the code but
>
> I had better mention that I need to use a multiplier for each media to
> balance the colours.
> E.g.
> //------- Box0 Raw Script Begin -------
> #declare Emission_Factor_R = 10.0 ;
> #declare Emission_Factor_G = 3.0 ;
> #declare Emission_Factor_B = 15.0 ;
>
> #declare df3_Scarab_ =
> material{
>   texture {
>     pigment {
>       color rgbft <1.000,0.000,0.000,0.000,1.000>
>     }
>   }
>   interior{
>     ior                 1.000
>     caustics            0.000
>     dispersion          1.000
>     dispersion_samples  7.000
>     fade_power          0.000
>     fade_distance       0.000
>     fade_color          rgb <0.000,0.000,0.000>
You shopuld remove the 7 lines above. They are useless and may introduce 
some problems.
>     media {
>       method     3
>       intervals  20

Using intervals larger than 1 HUGELY increase the rendering time and can 
cause artefacts.
NEVER use anything else that intervals 1 with method 3.

>       samples    3//, 6

Instead of increasing intervals, increase samples. samples 100 is *much* 
faster that intervals 20 samples 3 (for 60 total samples) for a finer 
result.
The ", 6 " is totally useless and silently ignored.

>       confidence 0.900
>       variance   0.008

confidence and variance are used ONLY with method 1 and 2. With method 
3, they are meaningless and better left out.

>       absorption rgb <0.000,0.000,0.000>
>       emission   rgb <1.000,0.000,0.000>  * Emission_Factor_R
>       aa_threshold 0.100 // default value
>       aa_level    4 //default value = not needed
>       density {
>         density_file df3 "F:\Graphics\B3D
> Data\Scenes\Dahlgren\Eastern\B\Shenlong_01A_R_.df3"
>         interpolate 2
>       }
>
>     }
>
>     media {
>       method     3
>      // intervals  20
>       samples    80
>      // confidence 0.900
>     //  variance   0.008
>      // ratio      0.900

ratio is also useless, and ignored, with method 3.

>      absorption rgb <0.000,0.000,0.000>
>          emission   rgb <0.000,1.000,0.000> * Emission_Factor_G
>       aa_threshold 0.100
>       aa_level    4
>       density {
>         density_file df3 "F:\Graphics\B3D
> Data\Scenes\Dahlgren\Eastern\B\Shenlong_01A_G_.df3"
>         interpolate 2
>       }
>
>     }
>
>     media {
>       method     3
>
>       samples    80
>
>
>
>       absorption rgb <0.000,0.000,0.000>
>       emission   rgb <0.000,0.000,1.000> * Emission_Factor_B
>       aa_threshold 0.100
>       aa_level    4
>       density {
>         density_file df3 "F:\Graphics\B3D
> Data\Scenes\Dahlgren\Eastern\B\Shenlong_01A_B_.df3"
>         interpolate 2
>       }
>
>     }
>
>   }
>
>   translate <-0.500,-0.500,-0.500>
> }
>
> //------- Box0 Raw Script End ---------
>
>
>
>

In method 1 and 2, confidence, variance and ratio are used to control 
how many samples are to be used in the different intervals depending on 
the density and illumination in the various intervals. With method 3, 
using more that a single interval is highly counterproductive.

I've done my tests with intervals and the negative impact they have on 
the performance is astounding.
I demonstrated that samples 100 is way faster than intervals 10 samples 
1 for greatly better results.



Alain


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From: Alain
Subject: Re: Dragon Lady
Date: 7 Aug 2016 15:16:28
Message: <57a7890c@news.povray.org>
Le 16-08-07 à 15:00, Bald Eagle a écrit :
> Stephen <mca### [at] aolcom> wrote:
>> I use three media in one interior.
>
> Changed my code - that seems to work for me now.
>
>> I would post the code but it is messy. I have to overwrite the code
>> Bishop3d exports with the code modified to run direct from Pov.
>
> Seems messy and time consuming.
>
>> Both Bishop3d and Moray export a pov file for each frame and it takes
>> PovRay 16 seconds to save the scene.
>
> "Frame"?  Is that one of the "slices" to make the DF3?
>
>> Creating the tga files to make the
>> df3's would take Bishop3d about an hour and a half to export 100 frames
>> times 3 for each channel.
>
> That seems insane.
>
> There has to be a better way / workflow.
>
> I had an idea last night -
> I did a quick experiment with the Stanford Dragon mesh:
> defined the object
> used #declare Variable = VRand_In_Obj(object {StanfordDragon}, Stream);
> to get the coordinates of 10,000 spheres, and placed them, made a copy of that
> and overlaid it with a "skin", plus rendered a jade textured mesh beside it - in
> 51 seconds.
>
> I'm thinking that it may be well worth your while to either ditch media and use
> an alternate scheme, or use POV-Ray to scan through a full-color solid object
> and make a point-cloud right in SDL
>
> http://paulbourke.net/miscellaneous/povexamples/
>
> I think there must be a way to export the full RGB data in a single DF3, and
> then maybe overlay the real mesh with a highly-transparent texture.

Sory, it's just not possible. DF3 support 1, 2 or 3 bytes per voxel, but 
always in a single channel gray levels.

>
> Can you make the mesh object filled with a media directly?
>
> I don't play with these things very often, so I'm just brainstorming.
>
>


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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 15:31:16
Message: <57a78c84$1@news.povray.org>
On 8/7/2016 8:12 PM, Alain wrote:
>>
>
> In method 1 and 2, confidence, variance and ratio are used to control
> how many samples are to be used in the different intervals depending on
> the density and illumination in the various intervals. With method 3,
> using more that a single interval is highly counterproductive.
>
> I've done my tests with intervals and the negative impact they have on
> the performance is astounding.
> I demonstrated that samples 100 is way faster than intervals 10 samples
> 1 for greatly better results.


Thanks Alain, I knew I would get it in the neck for posting that code. :)
Except for the intervals/samples thing. The other things you mention are 
Bishop3D defaults and there is not a lot that I can do about what is 
exported except go through the code afterwards. But I have a relatively 
fast machine, so I don't.
I seem to have a blind spot for samples vs intervals. Thomas, amongst 
others, is forever mentioning it.
I use media so seldom that I have to relearn it whenever I want to use 
it. :(
So it is not ignorance but stupidity on my part. :(

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 16:21:47
Message: <57a7985b$1@news.povray.org>
On 8/7/2016 8:00 PM, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>> I use three media in one interior.
>
> Changed my code - that seems to work for me now.

Good, good.

>
>> I would post the code but it is messy. I have to overwrite the code
>> Bishop3d exports with the code modified to run direct from Pov.
>
> Seems messy and time consuming.
>

True but needs must. :) And I need a visual representation of the scene 
I am making.

>> Both Bishop3d and Moray export a pov file for each frame and it takes
>> PovRay 16 seconds to save the scene.
>
> "Frame"?  Is that one of the "slices" to make the DF3?

Yes, I use frame_number instead of clock for animations.
>
>> Creating the tga files to make the
>> df3's would take Bishop3d about an hour and a half to export 100 frames
>> times 3 for each channel.
>
> That seems insane.
>
> There has to be a better way / workflow.

You are telling me. It is so easy to make a mistake or forget a step.
Very tiresome indeed.

>
> I had an idea last night -
> I did a quick experiment with the Stanford Dragon mesh:

I had forgotten about the Stanford Dragon. It is quite upright at the 
front and might be a good object to use. The Stanford Bunny might be a 
good model to use as well. If you can imagine a drug smoking violent 
Street Gang disguised as bunny.

> defined the object
> used #declare Variable = VRand_In_Obj(object {StanfordDragon}, Stream);
> to get the coordinates of 10,000 spheres, and placed them, made a copy of that
> and overlaid it with a "skin", plus rendered a jade textured mesh beside it - in
> 51 seconds.
>

You are confusing me. You are confusing me with someone who can code. ;)
Basic and PLC (programmable logic controller) are my limits.

> I'm thinking that it may be well worth your while to either ditch media and use
> an alternate scheme, or use POV-Ray to scan through a full-color solid object
> and make a point-cloud right in SDL
>
> http://paulbourke.net/miscellaneous/povexamples/
>

I'll have a look at that. Paul is always worth listening to.

> I think there must be a way to export the full RGB data in a single DF3,

Yes you can but in the process of creating a media. PovRay converts the 
colour vector into a scalar. That is why I have used different 
multipliers in the different colour channels.

> and then maybe overlay the real mesh with a highly-transparent texture.
>

That is too simple. There must be a catch. :)

> Can you make the mesh object filled with a media directly?
>

If I make sure that the mesh is closed. I don't want my dragon leaking :)

It would negate the problem of a media container inside another media 
container being visible.

> I don't play with these things very often, so I'm just brainstorming.
>
>
Keep at it. It is only too easy to pick one direction and stick to it.
Almost all comments are welcome.

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 16:26:25
Message: <57a79971$1@news.povray.org>
On 8/7/2016 8:16 PM, Alain wrote:
>> I think there must be a way to export the full RGB data in a single
>> DF3, and
>> then maybe overlay the real mesh with a highly-transparent texture.
>
> Sory, it's just not possible. DF3 support 1, 2 or 3 bytes per voxel, but
> always in a single channel gray levels.

That is why I filtered the R, G & B values then copied the single colour 
to the other colours in an editor. It did not work as well as I hopped. 
But some of the detail is there.

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 17:01:19
Message: <57a7a19f$1@news.povray.org>
On 8/7/2016 8:00 PM, Bald Eagle wrote:
> then maybe overlay the real mesh with a highly-transparent texture.

Just had another thought about that idea.
Poser meshes are not like scanned meshes. They can have internal 
structures. For instance eyes are closed meshes part of which is within 
the whole body. In the animation below the eyes of the spirit Ariel's 
eyes glow. An artefact that did not distract, for once. :)

http://www.tc-rtc.co.uk/image/upload//Stephen/pw-1228515119-Prologue.mpg

-- 

Regards
     Stephen


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From: Alain
Subject: Re: Dragon Lady
Date: 7 Aug 2016 18:25:41
Message: <57a7b565@news.povray.org>
Le 16-08-07 à 15:31, Stephen a écrit :
> On 8/7/2016 8:12 PM, Alain wrote:
>>>
>>
>> In method 1 and 2, confidence, variance and ratio are used to control
>> how many samples are to be used in the different intervals depending on
>> the density and illumination in the various intervals. With method 3,
>> using more that a single interval is highly counterproductive.
>>
>> I've done my tests with intervals and the negative impact they have on
>> the performance is astounding.
>> I demonstrated that samples 100 is way faster than intervals 10 samples
>> 1 for greatly better results.
>
>
> Thanks Alain, I knew I would get it in the neck for posting that code. :)
> Except for the intervals/samples thing. The other things you mention are
> Bishop3D defaults and there is not a lot that I can do about what is
> exported except go through the code afterwards. But I have a relatively
> fast machine, so I don't.
> I seem to have a blind spot for samples vs intervals. Thomas, amongst
> others, is forever mentioning it.
> I use media so seldom that I have to relearn it whenever I want to use
> it. :(
> So it is not ignorance but stupidity on my part. :(
>

Here are the default vbalues :
method 3
samples 10
intervals 1 // Don't increase !

The default code from Bishop mostly repeat the actual defaults values. 
That effectively make then into "no operation" code.

Even on the fastest machine, using intervals >1 is a serious performance 
killer.


Alain


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From: Bald Eagle
Subject: Re: Dragon Lady
Date: 7 Aug 2016 18:55:00
Message: <web.57a7bb41e7e0b8f75e7df57c0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:


> > used #declare Variable = VRand_In_Obj(object {StanfordDragon}, Stream);
> > to get the coordinates of 10,000 spheres, and placed them, made a copy of that

So, that's a macro where you give it the object, and a random stream, and it
samples the bounding box until it finds a point that's actually IN the object
itself.  So I just did that with a loop 10,00 times.
And I figured media could be faked with tiny spheres - a real point cloud, but
in the shape of the object

> > and overlaid it with a "skin",

I then took the mesh, and textured it with a see-through texture.
I figured if it was just barely visible, it would have a printed-lampshade
effect with the emissive stuff inside - all the color and detail would be on the
outside "skin", and no color separation would be necessary

> plus rendered a jade textured mesh beside it
Just the regular old POV-ray textured mesh object, for comparison

> You are confusing me. You are confusing me with someone who can code. ;)
> Basic and PLC (programmable logic controller) are my limits.

Teamwork.  ;)

> I'll have a look at that. Paul is always worth listening to.

I'm struggling with the crazy camera frustrum thing he has on that page.
Seems like it could rewritten for clarity and completeness.


> Yes you can but in the process of creating a media. PovRay converts the
> colour vector into a scalar. That is why I have used different
> multipliers in the different colour channels.

I will have to think on that.

> > and then maybe overlay the real mesh with a highly-transparent texture.
> That is too simple. There must be a catch. :)

Yeah - I suck at using filter and transmit, and the result might not be as great
looking as a media.

> > Can you make the mesh object filled with a media directly?

Try that.
Put a white emissive media in the mesh container, and texture the mesh with a
very highly transparent texture of the original rgb colors


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From: Thomas de Groot
Subject: Re: Dragon Lady
Date: 8 Aug 2016 02:46:32
Message: <57a82ac8$1@news.povray.org>
On 7-8-2016 20:47, Alain wrote:
> If you scale the container with the media, then, that scaling will
> affect any media contained. Emissive media will become brighter,
> absorbing media may become totally opaque.
>
> If you want the media effect to remain unchanged, then you always need
> to adjust the density of the media by the inverse of the scaling. Scale
> up by 10, reduce the density or base colour by 10.

Ah! Thanks for the reminder. I mostly use scattering media that is why.

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Dragon Lady
Date: 8 Aug 2016 02:51:02
Message: <57a82bd6$1@news.povray.org>
I was away for part of the day, and now I am lost :-)

I have not followed the media discussion in detail and will pick up from 
here.

-- 
Thomas


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From: Bald Eagle
Subject: Re: Dragon Lady
Date: 8 Aug 2016 07:15:00
Message: <web.57a8695be7e0b8f75e7df57c0@news.povray.org>
Alain <kua### [at] videotronca> wrote:

> Sory, it's just not possible. DF3 support 1, 2 or 3 bytes per voxel, but
> always in a single channel gray levels.

Given what Stephen resorts to doing, I thought that might be the case.

BUT - I also thought that perhaps if there were a way to recolor the DF3 befor
saving, then the realistic RBG values could be _encoded_ into that false color
in such a way that they could be extracted back out of the gray value.

I need to get going, so I'll just give a quick non-binary example.
Lets say you had a single "gray value that could range from 0-999.
I was thinking that perhaps R could be factors of 100, G of 10, and B of 1.

3x8=24, 0 to 23, pow(2, 23) =
8388608

Simplistic, and it all depends on how the gray value gets calculated so that
things don't get irreversibly "mixed" - but I'll bet the 8-bit guys would puzzle
out a clever cryptographic scheme to encode all of Tetris into that little bit
of storage space  ;)

If it's possible, the range of RGB of course will not be as smooth as the
original, but I believe the trade-off in saving Stephen many painful hours of
scene development would be well worth it.

DISCLAIMER:
This is all just a pipe-dream that I'm having on a Monday morning, before
coffee, without inside knowledge of how Moray or Bishop handle data, or how
DF3's get encoded.
:)


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From: Stephen
Subject: Re: Dragon Lady
Date: 8 Aug 2016 08:11:50
Message: <57a87706$1@news.povray.org>
On 8/8/2016 12:13 PM, Bald Eagle wrote:
> Alain <kua### [at] videotronca> wrote:
>
>> Sory, it's just not possible. DF3 support 1, 2 or 3 bytes per voxel, but
>> always in a single channel gray levels.
>
> Given what Stephen resorts to doing...

It is a bit tedious that's true.
It is also very easy to miss out a step.
We really need a simpler method of creating df3s. IIRC there is a 
Proximity Pattern that creates and uses df3s called df3prox-0.95 that 
might be worth looking at.

>
> DISCLAIMER:
> This is all just a pipe-dream that I'm having on a Monday morning, before
> coffee, without inside knowledge of how Moray or Bishop handle data, or how
> DF3's get encoded.
> :)
>
>

What's with the before coffee, thing?
Mad I call you. Mad. :)

By the time you get back from work I should have posted some examples of 
a media filled mesh. I can get it to work after a fashion.

If you are interested I will upload the obj, mtl and image files so you 
can play with them.

-- 

Regards
     Stephen


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From: Bald Eagle
Subject: Re: Dragon Lady
Date: 8 Aug 2016 10:15:01
Message: <web.57a8934be7e0b8f7b488d9aa0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

> It is a bit tedious that's true.
> It is also very easy to miss out a step.

Yes.  I am (usually) a big fan of checklists.

> We really need a simpler method of creating df3s. IIRC there is a
> Proximity Pattern that creates and uses df3s called df3prox-0.95 that
> might be worth looking at.

I missed the whole proximity pattern phase of interest and development.
No real idea of what they are, what they do, or how they work.


> By the time you get back from work I should have posted some examples of
> a media filled mesh. I can get it to work after a fashion.
>
> If you are interested I will upload the obj, mtl and image files so you
> can play with them.

Most excellent.

obj is ... Bishop?  Poseray?  both?
is mtl a Moray file?


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From: clipka
Subject: Re: Dragon Lady
Date: 8 Aug 2016 10:28:55
Message: <57a89727$1@news.povray.org>
Am 08.08.2016 um 16:12 schrieb Bald Eagle:

>> If you are interested I will upload the obj, mtl and image files so you
>> can play with them.
> 
> Most excellent.
> 
> obj is ... Bishop?  Poseray?  both?
> is mtl a Moray file?

The `obj` file format is a standardized file format for exchanging mesh
data between different applications.

The `mtl` file format is a standardized companion file format to carry
material information (the `obj` format can only carry material names).

In the POV-Ray ecosystem, Poseray is probably the best way to convert
these files into POV-Ray format.


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From: Stephen
Subject: Re: Dragon Lady
Date: 8 Aug 2016 10:36:27
Message: <57a898eb@news.povray.org>
On 8/8/2016 3:12 PM, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>
>> It is a bit tedious that's true.
>> It is also very easy to miss out a step.
>
> Yes.  I am (usually) a big fan of checklists.
>

Unless something is going to go bang. I am not, I am afraid.

>> We really need a simpler method of creating df3s. IIRC there is a
>> Proximity Pattern that creates and uses df3s called df3prox-0.95 that
>> might be worth looking at.
>
> I missed the whole proximity pattern phase of interest and development.
> No real idea of what they are, what they do, or how they work.
>

The idea is to add dirt/staining to edges, junctions of surfaces etc.
You might be interested in this thread.

http://news.povray.org/povray.binaries.images/thread/%3Cweb.4aa83e6a37d8ab92c83e2c410%40news.povray.org%3E/?mtop=323317

>
>> By the time you get back from work I should have posted some examples of
>> a media filled mesh. I can get it to work after a fashion.
>>
>> If you are interested I will upload the obj, mtl and image files so you
>> can play with them.
>
> Most excellent.
>
I've zipped the dragon and the Lady. Both files are about 5.5 Meg
I'll find a site that I can upload them to and post the link.
Otherwise I can use a site that will post the via email.

I managed to upload the dragon file to povray.binaries.misc
But the other is too large. (5.5 vs 5.7 meg)

> obj is ... Bishop?  Poseray?  both?
> is mtl a Moray file?
>

*.obj is the geometry file, *.mtl is the textures referenced by the obj 
file. Both are text and human readable.

Use PoseRay to convert them to a Pov.inc file.

I had to reduce the resolution of the images or the file size would have 
been > 22 meg.

-- 

Regards
     Stephen


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From: Bald Eagle
Subject: Re: Dragon Lady
Date: 8 Aug 2016 12:15:00
Message: <web.57a8afdce7e0b8f7b488d9aa0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

> > Yes.  I am (usually) a big fan of checklists.
> Unless something is going to go bang. I am not, I am afraid.

For a while, I was using some organoboranes, organoaluminum, and organozinc
reagents that were air-sensitive and spontaneously pyrophoric.
So there was great potential for "pop"  "Whooooooosssssh"   "BANG"

Others were .... less safety conscious - and it showed.


> The idea is to add dirt/staining to edges, junctions of surfaces etc.
> You might be interested in this thread.
>
>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.4aa83e6a37d8ab92c83e2c410%40news.povray.org%3E/?mtop=3233
17

Oooh, yes.   That must be the "Edouard Poor" I have heard so much about in
related threads.   I'll definitely have to check those macros out.  They could
add as much or more as radiosity does to a scene.   :)


> *.obj is the geometry file, *.mtl is the textures referenced by the obj
> file. Both are text and human readable.

Got it.  It's been a while.


Post a reply to this message

From: Stephen
Subject: Re: Dragon Lady
Date: 8 Aug 2016 12:34:58
Message: <57a8b4b2$1@news.povray.org>
On 8/8/2016 5:14 PM, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>
>>> Yes.  I am (usually) a big fan of checklists.
>> Unless something is going to go bang. I am not, I am afraid.
>
> For a while, I was using some organoboranes, organoaluminum, and organozinc
> reagents that were air-sensitive and spontaneously pyrophoric.
> So there was great potential for "pop"  "Whooooooosssssh"   "BANG"
>

Rather you than me. ;)

> Others were .... less safety conscious - and it showed.
>
>
I worked on offshore drilling rigs as an electronic engineer for several 
years.

Q. How do you tell if it is a driller ordering a round of drinks?
A. He will show the barman all his fingers and say three pints of beer.
(Really hard to tell a visual joke on paper.) :)


>> The idea is to add dirt/staining to edges, junctions of surfaces etc.
>> You might be interested in this thread.
>>
>>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.4aa83e6a37d8ab92c83e2c410%40news.povray.org%3E/?mtop=3233
> 17
>
> Oooh, yes.   That must be the "Edouard Poor" I have heard so much about in
> related threads.   I'll definitely have to check those macros out.  They could
> add as much or more as radiosity does to a scene.   :)
>
>
Thomas has used it to good effect. I have used it.

>> *.obj is the geometry file, *.mtl is the textures referenced by the obj
>> file. Both are text and human readable.
>
> Got it.  It's been a while.
>

And there are so many TLA (three-letter acronyms) :)

-- 

Regards
     Stephen


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From: Alain
Subject: Re: Dragon Lady
Date: 8 Aug 2016 13:13:39
Message: <57a8bdc3@news.povray.org>
Le 16-08-08 à 07:13, Bald Eagle a écrit :
> Alain <kua### [at] videotronca> wrote:
>
>> Sory, it's just not possible. DF3 support 1, 2 or 3 bytes per voxel, but
>> always in a single channel gray levels.
>
> Given what Stephen resorts to doing, I thought that might be the case.
>
> BUT - I also thought that perhaps if there were a way to recolor the DF3 befor
> saving, then the realistic RBG values could be _encoded_ into that false color
> in such a way that they could be extracted back out of the gray value.
>

How can you recolor before saving when the format only support discrete, 
single component, scalar values? That's just not possible.

Remember that DF3s have no concept of colour at all. It's strictly a 
list of 1 dimension values.


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From: Bald Eagle
Subject: Re: Dragon Lady
Date: 8 Aug 2016 20:10:00
Message: <web.57a91f19e7e0b8f75e7df57c0@news.povray.org>
Alain <kua### [at] videotronca> wrote:

> How can you recolor before saving when the format only support discrete,
> single component, scalar values? That's just not possible.
>
> Remember that DF3s have no concept of colour at all. It's strictly a
> list of 1 dimension values.

Let me give a different example -
If there is a grayscale value, then that must have some range or depth - how
many values?

If it's like a pattern{}, then you can give it a color_map{}.
My idea here, is instead of having the grayscale represent a range of gray from
0 to Max with 1-unit intervals, have it represent an RGB scale from 0 to Max
_STEP 3_.  It's a lot rougher, but it encodes full color.

Let's say you've got the usual 0-255 values.
That's 8 bits.
pow(2, 8) = 256
let's use 6 of those bytes, 2 for each color channel
granted, that only gives you 4 levels for each channel, but it's rgb - the data
is there.
The trick is getting more than those 4 levels for each channel squeezed into
those 8 bytes.

But I still think it's a better, faster workflow than what Stephen's currently
doing.

I'm sure some very clever folks have ways that can use 8 bits much more
efficiently to store more data.
There certainly seem to be computer-sciency types who have some ideas:

http://stackoverflow.com/questions/3499444/compress-two-or-more-numbers-into-one-byte
http://mathoverflow.net/questions/69244/encoding-n-natural-numbers-into-one-and-back
https://en.wikipedia.org/wiki/Z-order_curve
https://www.google.com/#q=how+to+encode+data+into+one+number


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From: Bald Eagle
Subject: Re: Dragon Lady
Date: 8 Aug 2016 21:35:00
Message: <web.57a932bae7e0b8f75e7df57c0@news.povray.org>
It also occurred to me that one probably doesn't even need to cover the whole
range of RGB values - only the range that's being used, or is significant.

If only certain rgb values are being used, then that a smaller range, and those
few subdivisions represented by the bytes the you have to work with now
represent a much finer scale.

It occurs to me on writing this, that it may be more effective to just ditch RGB
altogether and "encode" the colors in HSV.  Throw out S and V, and just assume
they're both 1, and that leaves you with 360 values.
That gives you a "fineness" of 1.41, which I'm sure is perfectly adequate for
the purpose at hand.

We have some very good people who write POV-Ray source code, and so it would be
a wonderful thing to be ahead of everyone else and have a rapid way of rendering
"full-color" df3 voxels.

The only trick then is to figure out how to get the generating software to write
a scaled hue value rather than a greyscale value.

Sound plausible?


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From: Bald Eagle
Subject: Re: Dragon Lady
Date: 8 Aug 2016 22:05:00
Message: <web.57a939d9e7e0b8f75e7df57c0@news.povray.org>
And then there's THIS:

http://news.povray.org/povray.binaries.utilities/thread/%3C4a2870e2%40news.povray.org%3E/?ttop=398992


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From: Thomas de Groot
Subject: Re: Dragon Lady
Date: 9 Aug 2016 02:42:45
Message: <57a97b65$1@news.povray.org>
On 8-8-2016 16:12, Bald Eagle wrote:
> I missed the whole proximity pattern phase of interest and development.
> No real idea of what they are, what they do, or how they work.

There are a couple of methods around the place, Sam Benge, Edouard Poor 
for the most notable. Personally, I much prefer Edouard's method and 
have used it extensively. I developed a HowTo from it and maybe I can 
make you happy with that some day?  :-)

-- 
Thomas


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From: Stephen
Subject: Re: Dragon Lady
Date: 9 Aug 2016 03:17:08
Message: <57a98374@news.povray.org>
On 8/9/2016 7:42 AM, Thomas de Groot wrote:
> maybe I can make you happy with that some day? :-)

It would save me some time relearning it. :)

-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Dragon Lady
Date: 9 Aug 2016 07:32:41
Message: <57a9bf59@news.povray.org>
On 9-8-2016 9:17, Stephen wrote:
> On 8/9/2016 7:42 AM, Thomas de Groot wrote:
>> maybe I can make you happy with that some day? :-)
>
> It would save me some time relearning it. :)
>

I am going to verify if everything is straightforward and then post the 
needed files...

[looks for a round tuit under desk...]

-- 
Thomas


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From: Stephen
Subject: Re: Dragon Lady
Date: 10 Aug 2016 04:01:28
Message: <57aadf58$1@news.povray.org>
On 8/7/2016 11:26 PM, Alain wrote:
> Here are the default vbalues :
> method 3
> samples 10
> intervals 1 // Don't increase !
>
> The default code from Bishop mostly repeat the actual defaults values.
> That effectively make then into "no operation" code.
>
> Even on the fastest machine, using intervals >1 is a serious performance
> killer.


Thanks Alain,
B3D sets the default value for intervals to 10. We must have missed that 
during testing.
I have created a default texture in the new scene template which I will 
copy instead of creating from the menu.
(Thinking back. This must be the source of many of my problems in the past.)

-- 

Regards
     Stephen


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From: Alain
Subject: Re: Dragon Lady
Date: 10 Aug 2016 18:55:59
Message: <57abb0ff$1@news.povray.org>
Le 16-08-10 à 04:01, Stephen a écrit :
> On 8/7/2016 11:26 PM, Alain wrote:
>> Here are the default vbalues :
>> method 3
>> samples 10
>> intervals 1 // Don't increase !
>>
>> The default code from Bishop mostly repeat the actual defaults values.
>> That effectively make then into "no operation" code.
>>
>> Even on the fastest machine, using intervals >1 is a serious performance
>> killer.
>
>
> Thanks Alain,
> B3D sets the default value for intervals to 10. We must have missed that
> during testing.
> I have created a default texture in the new scene template which I will
> copy instead of creating from the menu.
> (Thinking back. This must be the source of many of my problems in the
> past.)
>

IIRC, intervals 10 is the default for method 1 and 2. Also, method 1 was 
the default before version 3.5.

It's common for pre version 3.5 scenes and include to set intervals to 
larger values than that. It's also common for external utilities made 
during that time to have similar settings.


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From: Stephen
Subject: Re: Dragon Lady
Date: 11 Aug 2016 03:12:21
Message: <57ac2555$1@news.povray.org>
On 8/10/2016 11:56 PM, Alain wrote:
>>
>
> IIRC, intervals 10 is the default for method 1 and 2. Also, method 1 was
> the default before version 3.5.
>
> It's common for pre version 3.5 scenes and include to set intervals to
> larger values than that. It's also common for external utilities made
> during that time to have similar settings.

In that case. There is no one to blame but myself. I should have caught 
it in Beta testing. :(
You have a good memory.

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Dragon Lady
Date: 16 Aug 2016 11:48:48
Message: <57b335e0@news.povray.org>
On 8/7/2016 11:28 AM, Stephen wrote:
> On 8/7/2016 8:52 AM, Stephen wrote:
>> I have redone my export from Poser and Rig for creating df3's.
>
After a lot of work. Not much improvement.

But fear not gentle reader. Thomas has a much better texture.



-- 

Regards
     Stephen


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Attachments:
Download 'shenlong_03_am4_0000.png' (561 KB)

Preview of image 'shenlong_03_am4_0000.png'
shenlong_03_am4_0000.png


 

From: Thomas de Groot
Subject: Re: Dragon Lady
Date: 17 Aug 2016 03:02:08
Message: <57b40bf0$1@news.povray.org>
On 16-8-2016 17:48, Stephen wrote:
> On 8/7/2016 11:28 AM, Stephen wrote:
>> On 8/7/2016 8:52 AM, Stephen wrote:
>>> I have redone my export from Poser and Rig for creating df3's.
>>
> After a lot of work. Not much improvement.
>
> But fear not gentle reader. Thomas has a much better texture.
>
>
>
All right guys. Auction is open. How much for a texture? Starting at 10 
round tuits.

-- 
Thomas


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From: Stephen
Subject: Re: Dragon Lady
Date: 17 Aug 2016 03:36:09
Message: <57b413e9@news.povray.org>
On 8/17/2016 8:02 AM, Thomas de Groot wrote:
> On 16-8-2016 17:48, Stephen wrote:
>> On 8/7/2016 11:28 AM, Stephen wrote:
>>> On 8/7/2016 8:52 AM, Stephen wrote:
>>>> I have redone my export from Poser and Rig for creating df3's.
>>>
>> After a lot of work. Not much improvement.
>>
>> But fear not gentle reader. Thomas has a much better texture.
>>
>>
>>
> All right guys. Auction is open. How much for a texture? Starting at 10
> round tuits.
>

I think they would need to see them first. I would.

Updating the original with a better df3.



-- 

Regards
     Stephen


Post a reply to this message


Attachments:
Download 'shenlong_03_b_0000.png' (585 KB)

Preview of image 'shenlong_03_b_0000.png'
shenlong_03_b_0000.png


 

From: Thomas de Groot
Subject: Re: Dragon Lady
Date: 17 Aug 2016 07:15:45
Message: <57b44761@news.povray.org>
On 17-8-2016 9:36, Stephen wrote:
> On 8/17/2016 8:02 AM, Thomas de Groot wrote:
>> On 16-8-2016 17:48, Stephen wrote:
>>> On 8/7/2016 11:28 AM, Stephen wrote:
>>>> On 8/7/2016 8:52 AM, Stephen wrote:
>>>>> I have redone my export from Poser and Rig for creating df3's.
>>>>
>>> After a lot of work. Not much improvement.
>>>
>>> But fear not gentle reader. Thomas has a much better texture.
>>>
>>>
>>>
>> All right guys. Auction is open. How much for a texture? Starting at 10
>> round tuits.
>>
>
> I think they would need to see them first. I would.
>
> Updating the original with a better df3.
>
>

Nah! Don't you trust me?

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Dragon Lady
Date: 20 Aug 2016 08:17:07
Message: <57b84a43$1@news.povray.org>
On 7-8-2016 21:00, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>> I use three media in one interior.
>
> Changed my code - that seems to work for me now.
>
>> I would post the code but it is messy. I have to overwrite the code
>> Bishop3d exports with the code modified to run direct from Pov.
>
> Seems messy and time consuming.
>
>> Both Bishop3d and Moray export a pov file for each frame and it takes
>> PovRay 16 seconds to save the scene.
>
> "Frame"?  Is that one of the "slices" to make the DF3?
>
>> Creating the tga files to make the
>> df3's would take Bishop3d about an hour and a half to export 100 frames
>> times 3 for each channel.
>
> That seems insane.

[coming back to this earlier discussion]
Using Gilles Tran's application makedf3object.pov this is much faster in 
my experience. Fifteen minutes per channel or so...

>
> There has to be a better way / workflow.
>
> I had an idea last night -
> I did a quick experiment with the Stanford Dragon mesh:
> defined the object
> used #declare Variable = VRand_In_Obj(object {StanfordDragon}, Stream);
> to get the coordinates of 10,000 spheres, and placed them, made a copy of that
> and overlaid it with a "skin", plus rendered a jade textured mesh beside it - in
> 51 seconds.

Yes, that is interesting but quite different from a media.

>
> I'm thinking that it may be well worth your while to either ditch media and use
> an alternate scheme, or use POV-Ray to scan through a full-color solid object
> and make a point-cloud right in SDL

Media are not /that/ difficult to use. They may be slow in rendering though.

>
> http://paulbourke.net/miscellaneous/povexamples/
>
> I think there must be a way to export the full RGB data in a single DF3, and
> then maybe overlay the real mesh with a highly-transparent texture.

You can use just a single df3 with a layer of three different density 
maps, each dedicated to one of the RGBs. The DF3 is the "container".

>
> Can you make the mesh object filled with a media directly?

Yes.

>
> I don't play with these things very often, so I'm just brainstorming.
>
>

That is an excellent exercise ;-)

-- 
Thomas


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From: Stephen
Subject: Re: Dragon Lady
Date: 20 Aug 2016 09:00:33
Message: <57b85471$1@news.povray.org>
On 8/20/2016 1:16 PM, Thomas de Groot wrote:
> On 7-8-2016 21:00, Bald Eagle wrote:
>> Stephen <mca### [at] aolcom> wrote:
>>> I use three media in one interior.
>>
>> Changed my code - that seems to work for me now.
>>
>>> I would post the code but it is messy. I have to overwrite the code
>>> Bishop3d exports with the code modified to run direct from Pov.
>>
>> Seems messy and time consuming.
>>
>>> Both Bishop3d and Moray export a pov file for each frame and it takes
>>> PovRay 16 seconds to save the scene.
>>
>> "Frame"?  Is that one of the "slices" to make the DF3?
>>
>>> Creating the tga files to make the
>>> df3's would take Bishop3d about an hour and a half to export 100 frames
>>> times 3 for each channel.
>>
>> That seems insane.
>

But I don't do that though. I modify the SDL.

I can write a bit of code. :)


>>
>> I don't play with these things very often, so I'm just brainstorming.
>>
>>
>
> That is an excellent exercise ;-)
>

It always is.


-- 

Regards
     Stephen


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From: Cousin Ricky
Subject: Re: Dragon Lady
Date: 21 Aug 2016 09:22:20
Message: <57b9ab0c@news.povray.org>
On 2016-08-17 03:36 AM (-4), Stephen wrote:
> Updating the original with a better df3.

Getting back to the lady herself, her hair (or hat, or headdress) looks 
as if it were made of Vantablack.  It's so flat I can't tell what's 
going on there.  Lighten it up just a tad?


Post a reply to this message

From: Stephen
Subject: Re: Dragon Lady
Date: 21 Aug 2016 09:44:18
Message: <57b9b032$1@news.povray.org>
On 8/21/2016 2:21 PM, Cousin Ricky wrote:
> On 2016-08-17 03:36 AM (-4), Stephen wrote:
>> Updating the original with a better df3.
>
> Getting back to the lady herself, her hair (or hat, or headdress) looks
> as if it were made of Vantablack.  It's so flat I can't tell what's
> going on there.  Lighten it up just a tad?
>
>

So you can see how bad it is? ;)

I just threw the hair and clothes together so she did not look like a 
manakin. I will do something better for the final image.

[From the book]
A black woman with hair like two inches of Brillo with hints of rust...

Thank goodness the book was written before dreads were fashionable in 
America.


-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Dragon Lady
Date: 21 Aug 2016 12:22:22
Message: <57b9d53e@news.povray.org>
On 8/21/2016 2:44 PM, Stephen wrote:
> So you can see how bad it is? ;)


The real problem is that you can't get decent hair products for black 
hair. Look at this hair prop, a crash helmet. I've got a set of 
dreadlocks that would be fine for a raving mad Rastaman. Nothing for 
just walking down the street without being stared at.
The hair she was wearing before had Kenya in the name and it did look 
East African in style. But converting the materials for rendering in Pov 
is a pain.

I am still working on the dragon mesh hence the artefacts. I've not 
looked at the back spine yet.

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Dragon Lady
Date: 30 Aug 2016 03:40:20
Message: <57c53864@news.povray.org>
An update. I have been working on her clothes.
I also did a 1024 slice df3 that I used for the dragon.
If anyone is interested in a copy let me know.
It is quite big and comes in two flavours. One made with tga2df3 with 
all the colour information. Or separated into three RGB channels. The 
size of each df3 is about a Gig but zips down to 6·5 Meg.


-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Dragon Lady
Date: 30 Aug 2016 07:18:31
Message: <57c56b87$1@news.povray.org>
I do like this dragon!

Incidentally, last night I read somewhere in Dhalgren about Dragon 
Lady's outfit (at that point) but I lost the page :-( Something about 
white denims and a turtleneck...

-- 
Thomas


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From: Stephen
Subject: Re: Dragon Lady
Date: 30 Aug 2016 08:30:22
Message: <57c57c5e@news.povray.org>
On 8/30/2016 12:18 PM, Thomas de Groot wrote:
> I do like this dragon!
>
> Incidentally, last night I read somewhere in Dhalgren about Dragon
> Lady's outfit (at that point) but I lost the page :-( Something about
> white denims and a turtleneck...
>

Page 657

White levi's, white boots, a silver lame turtleneck, and over it a white 
levi jacket, sleeves torn off.

How arty farty by our author. :)

Thanks for that. I can ditch the shirt and use dynamic clothes. (Poser 
isn't called poser for nothing and she is a poser.)

I liked the dragon too. That's why I wanted to show it off. :)

-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Dragon Lady
Date: 31 Aug 2016 02:46:57
Message: <57c67d61$1@news.povray.org>
On 30-8-2016 14:30, Stephen wrote:
> On 8/30/2016 12:18 PM, Thomas de Groot wrote:
>> I do like this dragon!
>>
>> Incidentally, last night I read somewhere in Dhalgren about Dragon
>> Lady's outfit (at that point) but I lost the page :-( Something about
>> white denims and a turtleneck...
>>
>
> Page 657
>
> White levi's, white boots, a silver lame turtleneck, and over it a white
> levi jacket, sleeves torn off.
>
> How arty farty by our author. :)

I found it again (last night) ;-) It is indeed not the /best/ outfit for 
Dragon Lady, but she is who she is...

>
> Thanks for that. I can ditch the shirt and use dynamic clothes. (Poser
> isn't called poser for nothing and she is a poser.)

Absolutely. I am now struggling with the Fitting Room (Pro 2014) to get 
the gloves adapted to a SimonG2 figure... and then the orchid...

I have used it before so I should reach my goal in the end. I shall need 
to model a better shirt for the kid too.

>
> I liked the dragon too. That's why I wanted to show it off. :)

And right you are!

-- 
Thomas


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From: Stephen
Subject: Re: Dragon Lady
Date: 31 Aug 2016 14:34:05
Message: <57c7231d$1@news.povray.org>
On 8/31/2016 7:46 AM, Thomas de Groot wrote:
> I found it again (last night) ;-) It is indeed not the /best/ outfit for
> Dragon Lady, but she is who she is...
>

She is indeed.

>>
>> Thanks for that. I can ditch the shirt and use dynamic clothes. (Poser
>> isn't called poser for nothing and she is a poser.)
>
> Absolutely. I am now struggling with the Fitting Room (Pro 2014) to get
> the gloves adapted to a SimonG2 figure... and then the orchid...
>

I've not used the fitting room, yet.
Best of luck. :)

> I have used it before so I should reach my goal in the end. I shall need
> to model a better shirt for the kid too.

I have checked shirts for M4 if that helps. The one that took ages to 
simplify.

-- 

Regards
     Stephen


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