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Bill Pragnell wrote:
> Hope this is useful to some of you out there!
> Bill
Thanks, Bill! I know for a fact this will help be build things :)
--
...Ben Chambers
www.pacificwebguy.com
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Bill Pragnell wrote:
WONDERFUL. I was already a big user of the brick includes, but this
really completes the picture. Thanks!
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Really nice stuff, Bill, as always. Now that our union got its contract signed
(I ended up on the negotiating team -- NEVER AGAIN!!!) maybe I'll have time to
get back to something useful, constructive and enjoyable, like POVRay. I just
started looking over the macro, and between stuff you've done, and Sam Benge,
and a bunch of others -- material to keep me busy for weeks. Thanks, all!
Dave
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"St." <dot### [at] dotcom> wrote:
> Bill, you're a hero.
I even wear my underpants over my trousers ;-)
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Christian Froeschlin <chr### [at] chrfrde> wrote:
> Bonk, ouch (my jaw hitting the desk)! Great!
:)
> How long did this render?
Not too long; about 2-3 hours on a year-old MacBook. It doesn't use area_lights
or radiosity, of course!.
> Can you add the SSS to the simple demo scene as well?
I can - I'll post it this week. I'm not completely satisfied with the SSS - it
uses a combination of media and surface transparency, and tends to either
saturate or end up too transparent (look at the blue blocks carefully). It's
not a bad approximation though!
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A big 'you're welcome' to everybody who responded to this post. As I said
before, please let me know if you encounter any problems using the macros, I'll
try to help or fix any bugs (or decide whether missing features count as bugs!).
:)
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"In all cases, an inside_vector is added to the mesh, so they can be used
in CSG. Additionally, they are completely closed volumes and so will also
work
as media containers (you will need to add the hollow keyword)."
As far as I know, if a mesh is completely closed, you don't need to specify
an inside_vector, as the default will work just fine.
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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Not much more to say than that I really like your macro. Looks fine! I would
like to test it with some of my scenes, to be honest...
Sven
"Bill Pragnell" <bil### [at] hotmailcom> schrieb im Newsbeitrag
news:web.48073d3099729eac731f01d10@news.povray.org...
> Phew, took a bit longer than I thought, but the include file is ready for
> the
> discerning public. :)
>
> As described previously, these macros are for making mesh2 versions of
> simple
> shapes like bricks, spheres and so on, and applying surface displacement
> such
> as weathering. The weathering function takes the form of a pre-#declared
> pigment, and the resulting mesh2 can be used directly or saved to a .inc
> file
> for later use (and much quicker parsing).
>
> I wrote these mainly for building structures from small, real-looking
> bricks and
> blocks, where high-res meshes are not vital, and render many times faster
> than
> the equivalent isosurfaces. There may be artifacts when these objects are
> viewed up close, and meshes of acceptable closeup quality may occupy a
> good
> deal of memory (from my tests, a 150-200 res mesh will yield a ~10MB .inc
> file). However, I have tried to make them as flexible as possible, so
> please
> punish them and let me know if they break!
>
> The include file can be obtained here:
>
> http://www.infradead.org/~wmp/resources/meshrelief.inc
>
> and has more detailed instructions / descriptions as comments. I will also
> upload it to the objects collection soon. Just to show it off a little,
> below
> is a demo pic.
>
> Hope this is useful to some of you out there!
> Bill
>
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