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Hi, folks!
you will hang me for the question. The idea is, to have a render output
option for making blueprints of the scene, like the wireframe- or edge-view
option in other programs. Something like the +UD option, but for the shapes
insted of the bounding boxes.
would be a great help when making real huge buildings and such things, to
have a bluprint where you can write down measures and distances and such.
Just thinking .... ;-)
Steely
 
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Wasn't it Steely who wrote:
>Hi, folks!
>
>you will hang me for the question. The idea is, to have a render output
>option for making blueprints of the scene, like the wireframe- or edge-view
>option in other programs. Something like the +UD option, but for the shapes
>insted of the bounding boxes.
>
>would be a great help when making real huge buildings and such things, to
>have a bluprint where you can write down measures and distances and such.
>
>Just thinking .... ;-)
>
For a real blueprint, you probably don't want a wireframe of the whole
house, what you want is a slice through the house, like this:
plane {y,0.1
  pigment {
  object
    { House
      rgb <0,0,1>
      rgb 1
    }
  }
}
-- 
Mike Williams
Gentleman of Leisure
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Mike Williams <nos### [at] econym demon co uk> wrote:
> For a real blueprint, you probably don't want a wireframe of the whole
> house, what you want is a slice through the house, like this:
workaround to overcome the object pattern limitation of "no texture, no
patches" ?
If I have to construct two buildings, one with, one without textures and
S.
 
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Wasn't it Steely who wrote:
>Mike Williams <nos### [at] econym demon co uk> wrote:
>
>> For a real blueprint, you probably don't want a wireframe of the whole
>> house, what you want is a slice through the house, like this:
>
>workaround to overcome the object pattern limitation of "no texture, no
>patches" ?
It would certainly be easier to change the POV program to remove those
limitations than it would be to get it to produce wireframe renderings
of things like isosurfaces and blobs.
>If I have to construct two buildings, one with, one without textures and
Instead of the object pattern, you could difference the building with a
thin box. The textures from the original building would only appear on
the faces that are perpendicular to the camera, and therefore invisible.
 
difference {
  box {<-100,0.1,-100><100,0.1001,100>}
  object {House}
  pigment {rgb <0,0,1>}
  finish {ambient 1}
}
// white bits seen through the hole
plane {y,0 pigment {rgb 1} finish {ambient 1}}
-- 
Mike Williams
Gentleman of Leisure
 
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