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Hi(gh)!
For quite a long time I did hardly anything POV-Ray-related than just
manually editing the Kabul 1:100,000 heightfield or, more recently,
collecting high-resolution OpenTopMap tiles for a more advanced version
of that heightfield...
...and now, I want to re-create a level from the Amiga game
"Rock'n'Roll" in POV-Ray (of course for animating it from the ball's
perspective later on...) - and fail already at the very first step,
which is creating a layered texture for a sky_sphere (or, simpler as not
involving UV_mapping, for six planes forming a cubic space).
The lowermost layer consist of equally spaced squares - so I thought
using the boxed pigment would be appropriate. But... whatever I try, I
always only get uniform black!
Is it an idiosyncrasy of 3.7? Or do I simple lose the general ability to
do anything sensible with POV-Ray?
Here is the code:
#declare P_Cubic_Division_Blue_Layer_1=
pigment
{
boxed
color_map
{
[0 rgb 0]
[1 rgb 1]
}
translate <0, -1, 0>
}
// ACTUAL SCENE
plane
{
y, -1
texture
{
pigment
{
P_Cubic_Division_Blue_Layer_1
scale 0.1
}
finish
{
ambient 1
diffuse 0
}
}
}
camera
{
location 0
look_at <0, -1, 0>
angle 40
}
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On 11/07/2016 08:46 AM, Jörg "Yadgar" Bleimann wrote:
>
> The lowermost layer consist of equally spaced squares - so I thought
> using the boxed pigment would be appropriate. But... whatever I try, I
> always only get uniform black!
>
> Is it an idiosyncrasy of 3.7? Or do I simple lose the general ability to
> do anything sensible with POV-Ray?
>
Remember that that boxed pattern is not a repeating one. It is 1.0 at
the origin and 0.0 at the sides of the box. You've moved the boxed
pattern down to the depth of the plane with a translate, but then you
have a scale 0.1 so the value at the plane is outside the box or 0.0
always.
Your camera is also quite close to the plane so even moving to a scale
of 1.0 for the boxed based pigment it might be hard to see the gray
gradient. Perhaps use a camera angle of 80 instead of 40 or move the
camera up the y axis.
Lastly, you might find the pavement or tiling patterns of use for what
you are trying.
Bill P.
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On 11/7/2016 1:46 PM, Jörg "Yadgar" Bleimann wrote:
> Hi(gh)!
>
> For quite a long time I did hardly anything POV-Ray-related than just
> manually editing the Kabul 1:100,000 heightfield or, more recently,
> collecting high-resolution OpenTopMap tiles for a more advanced version
> of that heightfield...
>
> ....and now, I want to re-create a level from the Amiga game
> "Rock'n'Roll" in POV-Ray (of course for animating it from the ball's
> perspective later on...) - and fail already at the very first step,
> which is creating a layered texture for a sky_sphere (or, simpler as not
> involving UV_mapping, for six planes forming a cubic space).
>
> The lowermost layer consist of equally spaced squares - so I thought
> using the boxed pigment would be appropriate. But... whatever I try, I
> always only get uniform black!
>
> Is it an idiosyncrasy of 3.7? Or do I simple lose the general ability to
> do anything sensible with POV-Ray?
>
> Here is the code:
>
I thing boxed is not the pattern you want.
To get an image with it move the plane away from the origin.
Weird pattern.
--
Regards
Stephen
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Hi Yadgar -
I believe that boxed is a non-repeating pattern, and so is wholly unsuited for
what you want, as well as how you're implementing it.
Read the description - it is ONE box.
You would have to translate it -0.5, rather than -0.1 to even see it.
You have no light source.
You have an odd camera position / look at / with no sky to contrast with.
So in essence you're looking at the unlit black plane that you've defined in
your scene.
Here's my quick dabbling that you can edit and see what I mean:
=======================================================
#version 3.7;
global_settings {
assumed_gamma 1.0
ambient_light color rgb <1, 1, 1>
}
include "colors.inc"
// Create an infinite sphere around scene and allow any pigment on it
sky_sphere{ pigment { gradient <0,1,0>
color_map { [0.00 rgb <0.6,0.7,1.0>]
[0.35 rgb <0.0,0.1,0.8>]
[0.65 rgb <0.0,0.1,0.8>]
[1.00 rgb <0.6,0.7,1.0>]
}
scale 2
} // end of pigment
} //end of skysphere -------------------------------------
#declare P_Cubic_Division_Blue_Layer_1 =
pigment
{
boxed
color_map
{
[0 rgb 0.5]
[0.5 rgb 0.5]
[0.5 rgb 1]
[1 rgb 1]
}
translate <0, -0.5, 0>
}
// ACTUAL SCENE
plane
{
<0, 1, 0>, -1
texture
{
pigment
{ //checker Red, Blue
P_Cubic_Division_Blue_Layer_1
scale 100
}
finish
{
ambient 1
diffuse 0
}
}
}
camera
{
location <0, 50, -50>
look_at <0, 20, 100>
//angle 40
}
light_source {<0, 5, -30> rgb 1}
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From: Jörg "Yadgar" Bleimann
Subject: Re: Losing the ability to POV...
Date: 7 Nov 2016 10:33:05
Message: <58209eb1@news.povray.org>
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Hi(gh)!
On 07.11.2016 15:50, Bald Eagle wrote:
> Hi Yadgar -
>
> I believe that
> boxed is a non-repeating pattern, and so is wholly unsuited for
> what you want,
No, it's not unsuited at all - at least when I use warps! So I did, and
it worked quite well (see attachment)... but now another problem arises
(of course, that's computing!): the inner boxes (uppermost texture
layer, see code) should have a concentric color gradient from greyish
blue to white - but instead, the gradient is centered in the lower left
corner, as if the box pattern uses only a quarter of the entire box! How
can I fix this?
The code:
// FINISHES
#declare F_Background=
finish
{
ambient 1
diffuse 0
}
// TEXTURES
#declare T_Cubic_Division_Blue_Layer_1 =
texture
{
pigment
{
boxed
warp { repeat <1.384, 0, 0> }
warp { repeat <0, 0, 1.384> }
color_map
{
[0 rgb 0]
[0.00001 rgb 0]
[0.00001 rgb <0, 0, 0.192>]
[1 rgb <0, 0, 0.192>]
}
}
finish { F_Background }
}
#declare T_Cubic_Division_Blue_Layer_2 =
texture
{
pigment
{
gradient x
color_map
{
[0 rgbft <0, 0, 0, 1, 1>]
[0.40625 rgbft <0, 0, 0, 1, 1>]
[0.40625 rgbft <0.129, 0.125, 0.388, 0, 0>]
[0.59375 rgbft <0.388, 0.396, 0.678, 0, 0>]
[0.59375 rgbft <0, 0, 0, 1, 1>]
[1 rgbft <0, 0, 0, 1, 1>]
}
scale 1.384
translate <-0.192, 0, 0>
}
finish { F_Background }
}
#declare T_Cubic_Division_Blue_Layer_3 =
texture
{
pigment
{
gradient z
color_map
{
[0 rgbft <0, 0, 0, 1, 1>]
[0.40625 rgbft <0, 0, 0, 1, 1>]
[0.40625 rgbft <0.129, 0.125, 0.388, 0, 0>]
[0.59375 rgbft <0.388, 0.396, 0.678, 0, 0>]
[0.59375 rgbft <0, 0, 0, 1, 1>]
[1 rgbft <0, 0, 0, 1, 1>]
}
scale 1.384
translate <0, 0, -0.192>
}
finish { F_Background }
}
#declare T_Cubic_Division_Blue_Layer_4 =
texture
{
pigment
{
boxed
warp { repeat <1.384, 0, 0> }
warp { repeat <0, 0, 1.384> }
color_map
{
[0 rgbft <0, 0, 0, 1, 1>]
[0.125 rgbft <0, 0, 0, 1, 1>]
[0.125 rgbft <0.388, 0.396, 0.678, 0, 0>]
[1 rgbft <1, 1, 1, 0, 0>]
}
translate <0.06, 0, 0.06>
}
finish { F_Background }
}
#declare LT_Cubic_Division_Blue =
texture { T_Cubic_Division_Blue_Layer_1 }
texture { T_Cubic_Division_Blue_Layer_2 }
texture { T_Cubic_Division_Blue_Layer_3 }
texture { T_Cubic_Division_Blue_Layer_4 }
// ACTUAL SCENE
plane
{
y, 0
texture { LT_Cubic_Division_Blue }
}
camera
{
location <0, 10, 0>
look_at 0
angle 40
}
// end of code
See you in Khyberspace!
Yadgar
Post a reply to this message
Attachments:
Download 'povnroll.png' (20 KB)
Preview of image 'povnroll.png'

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Does POV-Ray support infinite sky_box sort of like sky_sphere? This may
be a good addition in a future version.
Mike
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Le 16-11-07 à 08:46, Jörg "Yadgar" Bleimann a écrit :
> Hi(gh)!
>
> For quite a long time I did hardly anything POV-Ray-related than just
> manually editing the Kabul 1:100,000 heightfield or, more recently,
> collecting high-resolution OpenTopMap tiles for a more advanced version
> of that heightfield...
>
> ...and now, I want to re-create a level from the Amiga game
> "Rock'n'Roll" in POV-Ray (of course for animating it from the ball's
> perspective later on...) - and fail already at the very first step,
> which is creating a layered texture for a sky_sphere (or, simpler as not
> involving UV_mapping, for six planes forming a cubic space).
>
> The lowermost layer consist of equally spaced squares - so I thought
> using the boxed pigment would be appropriate. But... whatever I try, I
> always only get uniform black!
>
> Is it an idiosyncrasy of 3.7? Or do I simple lose the general ability to
> do anything sensible with POV-Ray?
>
boxed evaluate to 1 at <0,0,0>, that value drop to zero at 1 unit
distance in all 3 directions forming a box going from <-1,-1,-1> to <1,1,1>.
Outside that box, it always return zero.
The other similar patterns are planar, cylindrical and spherical.
planar evaluate as 1 on the X-Z plane and drop to zero at +-Y.
cylindrical is a cylinder around the Y axis with a radius of 1.
spherical drop to zero at radius 1.
All those remain at zero outside those domains.
Post a reply to this message
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From: Jörg "Yadgar" Bleimann
Subject: Problem solved! (was Re: Losing the ability to POV...)
Date: 7 Nov 2016 20:42:26
Message: <58212d82@news.povray.org>
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Hi(gh)!
After deciding to discard the smooth color gradients in favour of sharp
stripes (which would be more true to the Amiga original), I now fixed my
problem with the background texture (see attachment).
I now will apply this layered texture to six planes defining the cubic
space in which the game level is located; they will be animated
according to the player's (a simple ball) movements, just like in the
original game!
Here is the code:
// begin code
// POV'n'Roll
// The Amiga game Rock'n'Roll as POV-Ray world
// (C) 2016 Jörg "Yadgar" Bleimann
// E-Mail: yaz### [at] gmx de
// PIGMENTS
// FINISHES
#declare F_Background=
finish
{
ambient 1
diffuse 0
}
// TEXTURES
#declare T_Cubic_Division_Blue_Layer_1 =
texture
{
pigment
{
boxed
warp { repeat <1.384, 0, 0> }
warp { repeat <0, 0, 1.384> }
color_map
{
[0 rgb 0]
[0.00001 rgb 0]
[0.00001 rgb <0, 0, 0.192>]
[1 rgb <0, 0, 0.192>]
}
}
finish { F_Background }
}
#declare T_Cubic_Division_Blue_Layer_2 =
texture
{
pigment
{
gradient x
color_map
{
[0 rgbft <0, 0, 0, 1, 1>]
[0.40625 rgbft <0, 0, 0, 1, 1>]
[0.40625 rgbft <0.388, 0.396, 0.678, 0, 0>]
[0.46875 rgbft <0.388, 0.396, 0.678, 0, 0>]
[0.46875 rgbft <0.2, 0.267, 0.533, 0, 0>]
[0.53125 rgbft <0.2, 0.267, 0.533, 0, 0>]
[0.53125 rgbft <0.129, 0.125, 0.388, 0, 0>]
[0.59375 rgbft <0.129, 0.125, 0.388, 0, 0>]
[0.59375 rgbft <0, 0, 0, 1, 1>]
[1 rgbft <0, 0, 0, 1, 1>]
}
scale 1.384
translate <-0.192, 0, 0>
}
finish { F_Background }
}
#declare T_Cubic_Division_Blue_Layer_3 =
texture
{
pigment
{
gradient z
color_map
{
[0 rgbft <0, 0, 0, 1, 1>]
[0.40625 rgbft <0, 0, 0, 1, 1>]
[0.40625 rgbft <0.129, 0.125, 0.388, 0, 0>]
[0.46875 rgbft <0.129, 0.125, 0.388, 0, 0>]
[0.46875 rgbft <0.2, 0.267, 0.533, 0, 0>]
[0.53125 rgbft <0.2, 0.267, 0.533, 0, 0>]
[0.53125 rgbft <0.388, 0.396, 0.678, 0, 0>]
[0.59375 rgbft <0.388, 0.396, 0.678, 0, 0>]
[0.59375 rgbft <0, 0, 0, 1, 1>]
[1 rgbft <0, 0, 0, 1, 1>]
}
scale 1.384
translate <0, 0, -0.192>
}
finish { F_Background }
}
#declare T_Cubic_Division_Blue_Layer_4 =
texture
{
pigment
{
boxed
warp { repeat <1.384, 0, 0> }
warp { repeat <0, 0, 1.384> }
color_map
{
[0 rgbft <0, 0, 0, 1, 1>]
[0.15 rgbft <0, 0, 0, 1, 1>]
[0.15 rgbft <0.129, 0.125, 0.388, 0, 0>]
[1 rgbft <0.129, 0.125, 0.388, 0, 0>]
}
translate <0.072, 0, 0.072>
}
finish { F_Background }
}
#declare T_Cubic_Division_Blue_Layer_5 =
texture
{
pigment
{
boxed
warp { repeat <1.384, 0, 0> }
warp { repeat <0, 0, 1.384> }
color_map
{
[0 rgbft <0, 0, 0, 1, 1>]
[0.3 rgbft <0, 0, 0, 1, 1>]
[0.3 rgbft <0.2, 0.267, 0.533, 0, 0>]
[1 rgbft <0.2, 0.267, 0.533, 0, 0>]
}
translate <0.144, 0, 0.144>
}
finish { F_Background }
}
#declare T_Cubic_Division_Blue_Layer_6 =
texture
{
pigment
{
boxed
warp { repeat <1.384, 0, 0> }
warp { repeat <0, 0, 1.384> }
color_map
{
[0 rgbft <0, 0, 0, 1, 1>]
[0.45 rgbft <0, 0, 0, 1, 1>]
[0.45 rgbft <0.388, 0.396, 0.678, 0, 0>]
[1 rgbft <0.388, 0.396, 0.678, 0, 0>]
}
translate <0.216, 0, 0.216>
}
finish { F_Background }
}
#declare T_Cubic_Division_Blue_Layer_7 =
texture
{
pigment
{
boxed
warp { repeat <1.384, 0, 0> }
warp { repeat <0, 0, 1.384> }
color_map
{
[0 rgbft <0, 0, 0, 1, 1>]
[0.6 rgbft <0, 0, 0, 1, 1>]
[0.6 rgbft <0.533, 0.533, 0.8, 0, 0>]
[1 rgbft <0.533, 0.533, 0.8, 0, 0>]
}
translate <0.288, 0, 0.288>
}
finish { F_Background }
}
#declare T_Cubic_Division_Blue_Layer_8 =
texture
{
pigment
{
boxed
warp { repeat <1.384, 0, 0> }
warp { repeat <0, 0, 1.384> }
color_map
{
[0 rgbft <0, 0, 0, 1, 1>]
[0.75 rgbft <0, 0, 0, 1, 1>]
[0.75 rgbft <0.733, 0.733, 0.867, 0, 0>]
[1 rgbft <0.733, 0.733, 0.867, 0, 0>]
}
translate <0.36, 0, 0.36>
}
finish { F_Background }
}
#declare T_Cubic_Division_Blue_Layer_9 =
texture
{
pigment
{
boxed
warp { repeat <1.384, 0, 0> }
warp { repeat <0, 0, 1.384> }
color_map
{
[0 rgbft <0, 0, 0, 1, 1>]
[0.9 rgbft <0, 0, 0, 1, 1>]
[0.9 rgbft <1, 1, 1, 0, 0>]
[1 rgbft <1, 1, 1, 0, 0>]
}
translate <0.432, 0, 0.432>
}
finish { F_Background }
}
#declare LT_Cubic_Division_Blue =
texture { T_Cubic_Division_Blue_Layer_1 }
texture { T_Cubic_Division_Blue_Layer_2 }
texture { T_Cubic_Division_Blue_Layer_3 }
texture { T_Cubic_Division_Blue_Layer_4 }
texture { T_Cubic_Division_Blue_Layer_5 }
texture { T_Cubic_Division_Blue_Layer_6 }
texture { T_Cubic_Division_Blue_Layer_7 }
texture { T_Cubic_Division_Blue_Layer_8 }
texture { T_Cubic_Division_Blue_Layer_9 }
// ACTUAL SCENE
plane
{
y, -10000
texture
{
LT_Cubic_Division_Blue
scale 500
translate <0, -10000, 0>
}
}
camera
{
location <0, 10, 0>
look_at 0
angle 40
}
// end code
See you in Khyberspace!
Yadgar
P. S. Yes, POV-Ray hurts when not exercised on a daily basis!
Post a reply to this message
Attachments:
Download 'povnroll.png' (10 KB)
Preview of image 'povnroll.png'

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Congrats on working it out :)
Nice use of warp and repeat.
I always forget about the warp feature - so many things to use in POV-Ray :O
Post a reply to this message
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From: Jörg "Yadgar" Bleimann
Subject: Re: Problem solved! (was Re: Losing the ability to POV...)
Date: 9 Nov 2016 20:44:11
Message: <5823d0eb$1@news.povray.org>
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On 09.11.2016 16:14, Bald Eagle wrote:
> Congrats on working it out :)
>
> Nice use of warp and repeat.
> I always forget about the warp feature - so many things to use in POV-Ray :O
>
...but then I accidentally deleted all *png files in the POVnroll
project directory - and among them also the level 1 mosaic, cumbersomely
screen-copied from the Amiga emulator! So I will not be able to resume
my work, unless I do it all over again! Perhaps not all - a partial
version of it is on my friend's harddisk, but I have to phone him to
e-mail it to me, he does not regularly check his e-mail...
Computing sucks!!!
See you in Khyberspace!
Yadgar
Post a reply to this message
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=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmx de> wrote:
> ...but then I accidentally deleted all *png files in the POVnroll
> project directory - and among them also the level 1 mosaic, cumbersomely
> screen-copied from the Amiga emulator! So I will not be able to resume
> my work, unless I do it all over again! Perhaps not all - a partial
> version of it is on my friend's harddisk, but I have to phone him to
> e-mail it to me, he does not regularly check his e-mail...
>
> Computing sucks!!!
>
> See you in Khyberspace!
>
> Yadgar
Are you telling me you don't have backups??? My file server runs ZFS in RAID 1
with snapshots. You should consider doing something similar.
Post a reply to this message
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=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmx de> wrote:
> ...but then I accidentally deleted all *png files in the POVnroll
> project directory - and among them also the level 1 mosaic, cumbersomely
> screen-copied from the Amiga emulator! So I will not be able to resume
> my work, unless I do it all over again! Perhaps not all - a partial
> version of it is on my friend's harddisk, but I have to phone him to
> e-mail it to me, he does not regularly check his e-mail...
Take backups! Take backups! Take frequent backups!
And be sure to back them up to a different device--another hard disk, the cloud,
something. One POVer did his backups to the same disk, and lost every single
one of his scene files. All of them. GONE.
I have had my hard disk crash *twice*. I'm sold on external backups.
I once accidentally erased my user directory after getting my working
directories mixed up. I'm sold on external backups.
Can't afford an external hard disk? Live on sandwiches for a month. It's worth
it.
Post a reply to this message
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"Cousin Ricky" <rickysttATyahooDOTcom> wrote:
> =?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmx de> wrote:
> > ...but then I accidentally deleted all *png files in the POVnroll
> > project directory
>
> Can't afford an external hard disk? Live on sandwiches for a month. It's worth
> it.
Good advice! The cost isn't like it was a decade or more ago.
Was easier before I went exclusively to notebook computers, now I must make the
conscious effort to connect the external drive.
I must have several complete sets of backups, excluding the most recent files.
At least 2 always current, using a couple multi-terabyte-sized external drives.
Maybe a dozen copies of older files on tape (tape drive gone though), CD-R,
DVD-R and HDD. Not very organized, so that can be a problem if I had to resort
to locating something again. I certainly can't claim to be efficient, more like
sloppy in how I do things.
Bob
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From: Thomas de Groot
Subject: Re: Problem solved! (was Re: Losing the ability to POV...)
Date: 11 Nov 2016 03:06:36
Message: <58257c0c$1@news.povray.org>
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On 11-11-2016 0:38, Cousin Ricky wrote:
> I once accidentally erased my user directory after getting my working
> directories mixed up. I'm sold on external backups.
>
> Can't afford an external hard disk? Live on sandwiches for a month. It's worth
> it.
>
Absolutely right! Sandwiches and water (not that delicious Cologne beer!)
And use a synchronising program to copy it all neatly. I have been using
GoodSync for many years.
--
Thomas
Post a reply to this message
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From: Alain
Subject: Re: Problem solved! (was Re: Losing the ability to POV...)
Date: 13 Nov 2016 16:56:49
Message: <5828e1a1$1@news.povray.org>
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Le 16-11-10 à 18:38, Cousin Ricky a écrit :
> =?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmx de> wrote:
>> ...but then I accidentally deleted all *png files in the POVnroll
>> project directory - and among them also the level 1 mosaic, cumbersomely
>> screen-copied from the Amiga emulator! So I will not be able to resume
>> my work, unless I do it all over again! Perhaps not all - a partial
>> version of it is on my friend's harddisk, but I have to phone him to
>> e-mail it to me, he does not regularly check his e-mail...
>
> Take backups! Take backups! Take frequent backups!
>
> And be sure to back them up to a different device--another hard disk, the cloud,
> something. One POVer did his backups to the same disk, and lost every single
> one of his scene files. All of them. GONE.
>
> I have had my hard disk crash *twice*. I'm sold on external backups.
>
> I once accidentally erased my user directory after getting my working
> directories mixed up. I'm sold on external backups.
>
> Can't afford an external hard disk? Live on sandwiches for a month. It's worth
> it.
>
>
A backup to the same drive is NOT a backup at all but a copy, it's just
a waste of space.
If it's on a single device, it's not backed up.
If it's in a single location, it's not backed up.
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From: Jörg "Yadgar" Bleimann
Subject: Re: Problem solved! (was Re: Losing the ability to POV...)
Date: 13 Nov 2016 20:49:51
Message: <5829183f$1@news.povray.org>
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Hi(gh)!
On 11.11.2016 09:06, Thomas de Groot wrote:
> Absolutely right! Sandwiches and water (not that delicious Cologne beer!)
Cologne? Beer?? Delicious??? You got to be kidding!
See you in Khyberspace!
Yadgar
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From: Jörg "Yadgar" Bleimann
Subject: Re: Problem solved! (was Re: Losing the ability to POV...)
Date: 13 Nov 2016 21:00:24
Message: <58291ab8@news.povray.org>
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Hi(gh)!
On 11.11.2016 00:38, Cousin Ricky wrote:
> =?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmx de> wrote:
>> ...but then I accidentally deleted all *png files in the POVnroll
>> project directory - and among them also the level 1 mosaic, cumbersomely
>> screen-copied from the Amiga emulator! So I will not be able to resume
>> my work, unless I do it all over again! Perhaps not all - a partial
>> version of it is on my friend's harddisk, but I have to phone him to
>> e-mail it to me, he does not regularly check his e-mail...
>
> Take backups! Take backups! Take frequent backups!
Meanwhile, I was able to restore that crucial file, using a free NTFS
file recovery software... but then I noted that I already had send this
file as a e-mail attachment to friend, so all that fuss was unnecessary!
So I could continue working on Level 1 of POV'n'Roll... here is what
I've come up with so far...
See you in Khyberspace!
Yadgar
Post a reply to this message
Attachments:
Download '2016-11-14 pov'n'roll level 1 wip, take 004.jpg' (268 KB)
Preview of image '2016-11-14 pov'n'roll level 1 wip, take 004.jpg'

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From: Thomas de Groot
Subject: Re: Problem solved! (was Re: Losing the ability to POV...)
Date: 14 Nov 2016 03:09:32
Message: <5829713c$1@news.povray.org>
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On 14-11-2016 2:49, Jörg "Yadgar" Bleimann wrote:
> Hi(gh)!
>
> On 11.11.2016 09:06, Thomas de Groot wrote:
>
>> Absolutely right! Sandwiches and water (not that delicious Cologne beer!)
>
> Cologne? Beer?? Delicious??? You got to be kidding!
>
> See you in Khyberspace!
>
> Yadgar
Oh dear! Is it that bad? Been a long time since I was in Cologne last. ;-)
I did like German beers though (when I used to drink beer) more than
Dutch ones (with some exceptions)...
--
Thomas
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From: clipka
Subject: Re: Problem solved! (was Re: Losing the ability to POV...)
Date: 14 Nov 2016 08:43:21
Message: <5829bf79$1@news.povray.org>
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Am 14.11.2016 um 09:09 schrieb Thomas de Groot:
> On 14-11-2016 2:49, Jörg "Yadgar" Bleimann wrote:
>> Hi(gh)!
>>
>> On 11.11.2016 09:06, Thomas de Groot wrote:
>>
>>> Absolutely right! Sandwiches and water (not that delicious Cologne
>>> beer!)
>>
>> Cologne? Beer?? Delicious??? You got to be kidding!
>>
>> See you in Khyberspace!
>>
>> Yadgar
>
> Oh dear! Is it that bad? Been a long time since I was in Cologne last. ;-)
>
> I did like German beers though (when I used to drink beer) more than
> Dutch ones (with some exceptions)...
Some would say that "Cologne beer" is a contradiction in itself.
I'd disagree, and argue that the contradiction is instead in "delicious
beer".
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From: Thomas de Groot
Subject: Re: Problem solved! (was Re: Losing the ability to POV...)
Date: 15 Nov 2016 03:12:29
Message: <582ac36d$1@news.povray.org>
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On 14-11-2016 14:43, clipka wrote:
> Am 14.11.2016 um 09:09 schrieb Thomas de Groot:
>> On 14-11-2016 2:49, Jörg "Yadgar" Bleimann wrote:
>>> Hi(gh)!
>>>
>>> On 11.11.2016 09:06, Thomas de Groot wrote:
>>>
>>>> Absolutely right! Sandwiches and water (not that delicious Cologne
>>>> beer!)
>>>
>>> Cologne? Beer?? Delicious??? You got to be kidding!
>>>
>>> See you in Khyberspace!
>>>
>>> Yadgar
>>
>> Oh dear! Is it that bad? Been a long time since I was in Cologne last. ;-)
>>
>> I did like German beers though (when I used to drink beer) more than
>> Dutch ones (with some exceptions)...
>
> Some would say that "Cologne beer" is a contradiction in itself.
>
> I'd disagree, and argue that the contradiction is instead in "delicious
> beer".
>
I seem to be out of touch with the real world at large... ;-)
--
Thomas
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From: Alain
Subject: Re: Problem solved! (was Re: Losing the ability to POV...)
Date: 15 Nov 2016 17:33:06
Message: <582b8d22$1@news.povray.org>
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Le 16-11-14 à 08:43, clipka a écrit :
> Am 14.11.2016 um 09:09 schrieb Thomas de Groot:
>> On 14-11-2016 2:49, Jörg "Yadgar" Bleimann wrote:
>>> Hi(gh)!
>>>
>>> On 11.11.2016 09:06, Thomas de Groot wrote:
>>>
>>>> Absolutely right! Sandwiches and water (not that delicious Cologne
>>>> beer!)
>>>
>>> Cologne? Beer?? Delicious??? You got to be kidding!
>>>
>>> See you in Khyberspace!
>>>
>>> Yadgar
>>
>> Oh dear! Is it that bad? Been a long time since I was in Cologne last. ;-)
>>
>> I did like German beers though (when I used to drink beer) more than
>> Dutch ones (with some exceptions)...
>
> Some would say that "Cologne beer" is a contradiction in itself.
>
> I'd disagree, and argue that the contradiction is instead in "delicious
> beer".
>
Before my discovery of Belgian beers, "good beer" was uther non-sense
for me.
I've changed my mind. Main stream Americans beers are awfull, main
Canadian ones are somewhat better and micro brewries ones are OK to
really good.
Post a reply to this message
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