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From: Thomas de Groot
Subject: object_pattern fun
Date: 13 Oct 2019 07:19:01
Message: <5da30825@news.povray.org>
Nothing fanciful or special; just messing around with object patterns...

-- 
Thomas


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From: jr
Subject: Re: object_pattern fun
Date: 13 Oct 2019 11:30:00
Message: <web.5da34231a64722abfeeb22ff0@news.povray.org>
hi,

Thomas de Groot <tho### [at] degrootorg> wrote:
> Nothing fanciful or special; just messing around with object patterns...

already halfways there .. to a colander.  ;-)

joke aside, is the magenta on the inside part of the texture or a lighting
effect?


regards, jr.


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From: Bald Eagle
Subject: Re: object_pattern fun
Date: 13 Oct 2019 15:20:08
Message: <web.5da37842a64722ab4eec112d0@news.povray.org>
"jr" <cre### [at] gmailcom> wrote:

> already halfways there .. to a colander.  ;-)

I saw this this morning, and it reminded me of a laser / Arduino project I
worked on - that was literally built with 2 colanders.   :D

If he lights it from the inside, it would be like a planetarium projector :)


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From: Cousin Ricky
Subject: Re: object_pattern fun
Date: 13 Oct 2019 16:55:24
Message: <5da38f3c@news.povray.org>
On 2019-10-13 7:18 AM (-4), Thomas de Groot wrote:
> Nothing fanciful or special; just messing around with object patterns...

Here are a couple of scenes that relied heavily on object patterns.  The 
flags are 100% procedural.  The U.S. Virgin Islands flag required 
multiple layers of object patterns, and I somehow accomplished this 
before Blue Herring published his wonderful MultiObjectPattern macros. 
The Ohio flag as a whole is an object pattern with a transparent 
background for the non-rectangular outline.

Tip:  I had to make the Ohio flag hollow, even though it is an open 
mesh, to avoid killing the sky fog behind it.


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From: Thomas de Groot
Subject: Re: object_pattern fun
Date: 14 Oct 2019 02:33:10
Message: <5da416a6@news.povray.org>
Op 13/10/2019 om 17:26 schreef jr:
> hi,
> 
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Nothing fanciful or special; just messing around with object patterns...
> 
> already halfways there .. to a colander.  ;-)

/two/ colanders, you mean... just have to cut the shape in two ;-D

> 
> joke aside, is the magenta on the inside part of the texture or a lighting
> effect?
> 

lighting effect: white light falling on red inside through bluish holes.

-- 
Thomas


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From: Thomas de Groot
Subject: Re: object_pattern fun
Date: 14 Oct 2019 02:43:33
Message: <5da41915$1@news.povray.org>
Op 13/10/2019 om 22:55 schreef Cousin Ricky:
> On 2019-10-13 7:18 AM (-4), Thomas de Groot wrote:
>> Nothing fanciful or special; just messing around with object patterns...
> 
> Here are a couple of scenes that relied heavily on object patterns.  The 
> flags are 100% procedural.  The U.S. Virgin Islands flag required 
> multiple layers of object patterns, and I somehow accomplished this 
> before Blue Herring published his wonderful MultiObjectPattern macros. 
> The Ohio flag as a whole is an object pattern with a transparent 
> background for the non-rectangular outline.
> 
> Tip:  I had to make the Ohio flag hollow, even though it is an open 
> mesh, to avoid killing the sky fog behind it.

Holly Molly! I was just leaning back with a self-satisfied grin on my 
face, and there you come shattering my rosy bubble! :-)

This is impressive indeed. I was (tentatively) thinking about building 
multi-layered object patterns, just not yet knowing how to go about that...

Hey! I have those Blue Herring macros buried somewhere in my vault! Got 
to haul them out. Thanks for the reminder indeed.

Aside: There are so many goodies produced by the community over the 
years that many tend to get lost. A pity indeed. I am not sure what we 
can do about this...

-- 
Thomas


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From: Bald Eagle
Subject: Re: object_pattern fun
Date: 14 Oct 2019 09:05:00
Message: <web.5da47155a64722ab4eec112d0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> Aside: There are so many goodies produced by the community over the
> years that many tend to get lost. A pity indeed. I am not sure what we
> can do about this...

Yes, we certainly have a LOT of archived material that if nothing else, needs to
be centralized and indexed.

Perhaps if we had a wiki page or used some other forum / image page / etc
(solely due to recent spam) then perhaps a few starter pages could be
established with code and a sample image, and proper semantic versioning for the
filenames.
V1.0 for all / the last version of the original

Then maybe interested folks could clean up the original code, decipher things,
and add clarifying comments.   V2.0

Sometimes it only comes down to a clever trick, an interesting snippet of code,
or a well implemented piece of math/geometry that would be more generally useful
as a function or a macro.  That could be snipped out and encapsulated, and
hopefully get rolled into the Insert Menu, which would really help save them and
make them accessible.

I know certain forums allow things like polls and voting - perhaps if someone
knows of something like that which we can use, then maybe there can be some sort
of automated dump from the POV-Ray website to generate the initial threads, and
then things can be sorted into material to be deleted (it still remains where we
got it from - include an index entry with a hyperlink), "don't know what it is -
investigate further", back burner stuff, and things that are promising to be
developed (based on votes).
There's likely going to be a lot of "here's an image that we'd love to know how
to make, but the source was lost / never provided" - can someone figure out how?


Maybe Mr. Balaska can give us an idea of the volume of material archived on the
server in GB (sans images).


Then maybe just to make a simple, fun, easily participated in game - there could
be a "find the coolest [remaining] historical post" to get people to dig through
the pile, render scenes (in 3.8), and release the worms from the can.  :)


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From: Thomas de Groot
Subject: Re: object_pattern fun
Date: 16 Oct 2019 07:21:04
Message: <5da6fd20@news.povray.org>
Op 13/10/2019 om 22:55 schreef Cousin Ricky:
> On 2019-10-13 7:18 AM (-4), Thomas de Groot wrote:
>> Nothing fanciful or special; just messing around with object patterns...
> 
> Here are a couple of scenes that relied heavily on object patterns.  The 
> flags are 100% procedural.  The U.S. Virgin Islands flag required 
> multiple layers of object patterns, and I somehow accomplished this 
> before Blue Herring published his wonderful MultiObjectPattern macros. 
> The Ohio flag as a whole is an object pattern with a transparent 
> background for the non-rectangular outline.
> 
> Tip:  I had to make the Ohio flag hollow, even though it is an open 
> mesh, to avoid killing the sky fog behind it.

Following my own thoughts and investigations about multi-layered object 
patterns just make me appreciate even more your achievement, as layered 
textures cannot make use of any patterned one (as object patterns 
obviously are). The only way I see would be to use separate CSG object 
layers with an extremely thin interface. I think you did refer to that 
in your comment above about the Virgin Islands flag.

-- 
Thomas


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From: Bald Eagle
Subject: Re: object_pattern fun
Date: 16 Oct 2019 13:50:01
Message: <web.5da75784a64722ab4eec112d0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> ... layered
> textures cannot make use of any patterned one (as object patterns
> obviously are). The only way I see would be to use separate CSG object
> layers with an extremely thin interface.


I made some signs for a W that's still IP, maybe you can play with the code and
see about expanding on it for your own purposes.


#macro LetterSign (_Letter, _Color)
 #local SignWidth = 38;
 #local SignHeight = 24;
 #local TextScale = 22;
 #local RoundSquare = intersection {
  box {<-SignWidth/2, -SignHeight/2, -0.01>, <SignWidth/2 , SignHeight/2,
-0.125>}
  object {Round_Box(<-SignWidth/2, -SignHeight/2, -1>, <SignWidth/2,
SignHeight/2, 1>, 2   , 0) scale <1, 1, 1>}
 }

 #local Border = difference {
  object {RoundSquare scale <0.9, 0.9, 1.1>}
  object {RoundSquare scale <0.8, 0.8, 2>}
 }

 #local Object1 = text {ttf "GILB____.TTF", _Letter, 1, <0, 0> scale TextScale
translate <-8, -7, -0.5>}
 #local Object2 = object {Border}

 #local Texture1 =
 texture {
  pigment {
   object {Object1
   color rgb <1, 1, 1>*0.5 // outside
   color rgb _Color //color rgb <1, 0, 0>*0.5 // inside
   } // object
  } // pigment
 }
 #local Texture2 =
 texture {
  pigment {
   object {Object2
   color rgbf <1, 1, 1, 1>   // outside
   color rgb _Color //color rgb  <0, 1, 0>*0.05 // inside
   } // object
  } // pigment
 }
 object {RoundSquare texture {Texture1} texture {Texture2} translate y*12}

#end // end macro LetterSign


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From: Thomas de Groot
Subject: Re: object_pattern fun
Date: 17 Oct 2019 02:21:20
Message: <5da80860@news.povray.org>
Op 16/10/2019 om 19:46 schreef Bald Eagle:
> I made some signs for a W that's still IP, maybe you can play with the code and
> see about expanding on it for your own purposes.
> 
> 
> #macro LetterSign (_Letter, _Color)
>   #local SignWidth = 38;
>   #local SignHeight = 24;
>   #local TextScale = 22;
>   #local RoundSquare = intersection {
>    box {<-SignWidth/2, -SignHeight/2, -0.01>, <SignWidth/2 , SignHeight/2,
> -0.125>}
>    object {Round_Box(<-SignWidth/2, -SignHeight/2, -1>, <SignWidth/2,
> SignHeight/2, 1>, 2   , 0) scale <1, 1, 1>}
>   }
> 
>   #local Border = difference {
>    object {RoundSquare scale <0.9, 0.9, 1.1>}
>    object {RoundSquare scale <0.8, 0.8, 2>}
>   }
> 
>   #local Object1 = text {ttf "GILB____.TTF", _Letter, 1, <0, 0> scale TextScale
> translate <-8, -7, -0.5>}
>   #local Object2 = object {Border}
> 
>   #local Texture1 =
>   texture {
>    pigment {
>     object {Object1
>     color rgb <1, 1, 1>*0.5 // outside
>     color rgb _Color //color rgb <1, 0, 0>*0.5 // inside
>     } // object
>    } // pigment
>   }
>   #local Texture2 =
>   texture {
>    pigment {
>     object {Object2
>     color rgbf <1, 1, 1, 1>   // outside
>     color rgb _Color //color rgb  <0, 1, 0>*0.05 // inside
>     } // object
>    } // pigment
>   }
>   object {RoundSquare texture {Texture1} texture {Texture2} translate y*12}
> 
> #end // end macro LetterSign

Mmm... I have to investigate this. At first glance, you seem to be doing 
what I failed to do one way or another. Thanks!

-- 
Thomas


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