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Le_Forgeron <jgr### [at] freefr> wrote:
>
> It make sense, as for the old airplane's cockpit, only if there is a
> third guy on the back, maybe turned sideway.
Yes, like a flight engineer. Of course, this goofy police car is probably
completely computerized and 'fly-by-wire'-- so gauges and dials would be
redundant. But they *look* important. ;-)
BTW, the photo I used *is* from an old WWII airplane cockpit. In fact, I've used
it before, for the interior of my B-29 bomber model (posted a couple of years
ago.)
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On Sat, 04 May 2013 00:52:24 +0200, Kenneth <kdw### [at] gmailcom> wrote:
> BTW (and this is a bit off-topic): For your jazz-musician scene and its
> neon-signs (the sphere_sweeps), did you experience any of the 'clipping'
> problems that are being discussed? I didn't see any obvious problems in
> your
> renders.
>
I really don't remember having any clipping problems. It was hand-coded.
--
-Nekar Xenos-
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"Kenneth" <kdw### [at] gmailcom> wrote:
> The spline requirement for the sphere_sweep is indeed a tricky thing to come up
> with (re: my particular windshield outline.) What I imagine is that the spline
> might not end up exactly following the correct curve. But that's just
> theorizing; I should give it a chance, to see what happens.
You could always use a linear spline with lots of points, this would follow your
spline points exactly and can be made to look pretty smooth e.g.
union
{
sphere_sweep {
linear_spline // linear curve
//cubic_spline // alternative spline curves
//b_spline
#declare np=80;
#declare p=0;
#declare r=0;
np+1, // number of specified sphere positions
#while ( p < np+1 )
vrotate(<0,-10, 0>, <0, 0, r>), 1
#declare r=r+360/np;
#declare p=p+1;
#end
// tolerance 0.001 // optional
pigment { rgb <1, 0, 0> }
finish { specular 0.5 roughness 0.01 }
}
bounded_by { box { <-11, -11, -1> <11, 11, 1> } }
}
produces the torus shape below. I recommend adding a bounded_by as performance
is pretty poor otherwise and probably as part of the spline bounding issue it
seems that you have to put the sphere_sweep inside a union and bound the union
otherwise it makes no difference to performance.
Sean
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Attachments:
Download 'sphere_sweep.bmp.dat' (1407 KB)
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"s.day" <s.d### [at] uelacuk> wrote:
>
> You could always use a linear spline with lots of points, this would
> follow your spline points exactly and can be made to look pretty
> smooth...
>
That idea didn't occur to me. (And I've never noticed *any* problems with the
linear spline.) I can see this working quite well (as your example image
demonstrates; thanks for that.) In fact, the 'linear' nature of the final
shape--if looked at on a tiny scale-- would not be too far removed from what I'm
doing now. That is, my 3000X3000 preliminary image render of the windshield
area, when seen close-up, has a 'pixel stairstep' appearance anyway. In essence,
linear--and it's being scanned that way too. EXCEPT that a sphere_sweep would be
*smooth*-- no 'micro bumpiness' like my current many-spheres technique.
This is an intriguing idea! The thing is, I've forgotten if a sphere_sweep
object is 'evaluated' by POV-Ray at parse time or during the rendering stage. If
the latter, that might slow things down during my animation (regardless of
#writing the sphere_sweep to a file beforehand.) And maybe the same situation
using blobs.
I'll have to try this to see.
> I recommend adding a bounded_by as performance
> is pretty poor otherwise and probably as part of the spline bounding issue it
> seems that you have to put the sphere_sweep inside a union and bound the union
> otherwise it makes no difference to performance.
Thanks for the good advice!
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On Sun, 05 May 2013 18:48:17 +0200, Kenneth <kdw### [at] gmailcom> wrote:
> This is an intriguing idea! The thing is, I've forgotten if a
> sphere_sweep
> object is 'evaluated' by POV-Ray at parse time or during the rendering
> stage. If
> the latter, that might slow things down during my animation (regardless
> of
> #writing the sphere_sweep to a file beforehand.) And maybe the same
> situation
> using blobs.
>
> I'll have to try this to see.
>
>
Apparently blobs render faster:
http://news.povray.org/povray.windows/thread/%3Cweb.47841f263bacf7e1748549bc0@news.povray.org%3E/?ttop=381969&toff=50
--
-Nekar Xenos-
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Have you seen the old blob-modeled work by H.E. Day? Similar to this. His
absorbing/emitting media code may still be online somewhere. If not, the
technique is well-documented.
-Shay
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