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From: Samuel Benge
Subject: Re: rounded_lprism
Date: 21 Jul 2010 21:00:01
Message: <web.4c47967a180c1644fd5daddd0@news.povray.org>
And a more complex example showing how the object can be used with transparency
and media. It's not very interesting; it was designed to test out the macros.


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From: Samuel Benge
Subject: Re: rounded_lprism
Date: 21 Jul 2010 21:30:01
Message: <web.4c479ede180c1644865621b80@news.povray.org>
Oops.


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From: nemesis
Subject: Re: rounded_lprism
Date: 22 Jul 2010 00:10:01
Message: <web.4c47c3f6180c1644bcac746d0@news.povray.org>
awesome as usual.


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From: Dave Blandston
Subject: Re: rounded_lprism
Date: 22 Jul 2010 09:05:01
Message: <web.4c4841af180c1644966554e20@news.povray.org>
This is revolutionary stuff, man! I could have used this macro literally
hundreds of times over the last ~eighteen (???) years! (OK, macros didn't exist
yet in POV-Ray v. 1.0...) I can't wait to experiment with this thing. Just
judging by your post, it really looks like something that should be included in
"shapes.inc." This is so cool!

Regards,
Dave Blandston


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From: stbenge
Subject: Re: rounded_lprism
Date: 22 Jul 2010 12:08:23
Message: <4c486cf7$1@news.povray.org>
nemesis wrote:
> awesome as usual.

Thanks!


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From: stbenge
Subject: Re: rounded_lprism
Date: 22 Jul 2010 12:17:47
Message: <4c486f2b@news.povray.org>
Dave Blandston wrote:
> This is revolutionary stuff, man! I could have used this macro literally
> hundreds of times over the last ~eighteen (???) years! (OK, macros didn't exist
> yet in POV-Ray v. 1.0...) I can't wait to experiment with this thing. Just
> judging by your post, it really looks like something that should be included in
> "shapes.inc." This is so cool!

Thank you :) The object's got its quirks... an edge can't be totally 
sharp if the beveling is high, so it would not have worked for something 
like your Metallica logo... And I'm not sure a 400-line-plus file would 
ever make it into POV's official distribution. I'm not proud of the file 
size :/

Sam


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From: Christian Froeschlin
Subject: Re: rounded_lprism
Date: 27 Jul 2010 07:00:45
Message: <4c4ebc5d$1@news.povray.org>
great stuff!

> And I'm not sure a 400-line-plus file would ever make it into POV's
> official distribution. I'm not proud of the file size :/

400 lines is not so much ... you're not a software developer, right? ;)

But maybe the object collection is a better place anyway.


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From: stbenge
Subject: Re: rounded_lprism
Date: 28 Jul 2010 13:30:35
Message: <4c50693b@news.povray.org>
Christian Froeschlin wrote:
> great stuff!
> 
>> And I'm not sure a 400-line-plus file would ever make it into POV's
>> official distribution. I'm not proud of the file size :/
> 
> 400 lines is not so much ... you're not a software developer, right? ;)

Um, not a very proficient one, no. If I ever make a game, I'm pretty 
sure I'll break the 400 line barrier. But dang it, every time I get 
started, I find problems with whatever game engine I happen to be using.

> But maybe the object collection is a better place anyway.

Yeah, I'll drop it there eventually...


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From: Paolo Gibellini
Subject: Re: rounded_lprism
Date: 2 Aug 2010 04:12:10
Message: <4c567dda$1@news.povray.org>
>Samuel Benge  on date 22/07/2010 02:07 wrote:
> Hello,
>
> I have created a set of macros which let you design rounded, beveled objects by
> using just a few points. You write a series of points similar to how you would
> make a linear_spline. You can then specify the amount of rounding for each
> corner, or rounding for the whole object. The object will auto-fit the rounded
> sections, if you so desire.
>
> The example here was built from a total of 16 points and uses flat beveling.
> There are two types of beveling: round and flat (chamfered).
>
> You can punch holes through the object by using additional point sets. Doing so
> is very easy. These will also be rounded and beveled.
>
> The object is built from basic, clipped shapes so it will render very fast. It
> can be used with transparency, media, and other such things. It can't be used
> with CSG, but it can be clipped. The parsing time is fairly reasonable. The
> attached image took a total of 0.359 CPU-seconds to parse on my 2.40 GHz Q6600.
> Without area_lights or AA, it took 2 seconds (4.374 CPU-total) to render at the
> same resolution on three threads.
>
> You can get the 7-Zip archive here:
>
http://news.povray.org/povray.binaries.scene-files/thread/%3C4c4784bf%40news.povray.org%3E/
>
> More images to follow!
>
> Sam
>
Useful as usual, Sam!
I see a lot of application of your macros.
;-)
Paolo


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From: stbenge
Subject: Re: rounded_lprism
Date: 2 Aug 2010 13:27:43
Message: <4c57000f@news.povray.org>
Paolo Gibellini wrote:
> Useful as usual, Sam!
> I see a lot of application of your macros.
> ;-)
> Paolo

I hope so :) I think I'll be rewriting the whole thing though. I might 
have found a better way to do it, and there could be a chance I'll be 
able to add support for truly sharp edges...


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