POV-Ray : Newsgroups : povray.binaries.scene-files : Cedeaq's semi-random landscape revisited Server Time
28 Mar 2024 10:02:42 EDT (-0400)
  Cedeaq's semi-random landscape revisited (Message 1 to 8 of 8)  
From: Thomas de Groot
Subject: Cedeaq's semi-random landscape revisited
Date: 21 Jun 2018 04:05:50
Message: <5b2b5c5e$1@news.povray.org>
See p.b.i. for an example image of the following code.


-- 
Thomas


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From: Jörg "Yadgar" Bleimann
Subject: Re: Cedeaq's semi-random landscape revisited
Date: 21 Jun 2018 21:31:01
Message: <5b2c5155@news.povray.org>
Hi(gh)!

I added map functionality... see image on p.b.i!

See you in Khyberspace!

Yadgar


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Attachments:
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From: Thomas de Groot
Subject: Re: Cedeaq's semi-random landscape revisited
Date: 22 Jun 2018 03:36:12
Message: <5b2ca6ec$1@news.povray.org>
On 22-6-2018 3:30, Jörg "Yadgar" Bleimann wrote:
> Hi(gh)!
> 
> I added map functionality... see image on p.b.i!
> 
> See you in Khyberspace!
> 
> Yadgar

Beware that your font path is not for universal use! Users have to edit 
your code in order to use it properly. For demonstration purposes it is 
better to stick to the standard ttf's provided by POV-Ray.

-- 
Thomas


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From: Jörg "Yadgar" Bleimann
Subject: Re: Cedeaq's semi-random landscape revisited
Date: 22 Jun 2018 08:08:07
Message: <5b2ce6a7$1@news.povray.org>
Hi(gh)!

On 22.06.2018 09:36, Thomas de Groot wrote:

> Beware that your font path is not for universal use! Users have to edit 
> your code in order to use it properly. For demonstration purposes it is 
> better to stick to the standard ttf's provided by POV-Ray.

Yes, I know and initially planned to add a comment... but it was late 
and I wanted to get the thing online before laying down for sleep! I 
also will refine the code in the coming days, especially implementing 
arrays and loops for the depth/elevation levels and their arrangement in 
color_maps, and making the map legend parametrizeable for different map 
layouts...

And later on, I will do much modification on surface textures and 
vegetation, thus "Afghanizing" the whole scenery... but at the moment, 
it's still a pipe dream.

See you in Khyberspace (yes, it may turn out the become some sort of 
fictional Khyberspace!)

Yadgar


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From: Jörg "Yadgar" Bleimann
Subject: Re: Cedeaq's semi-random landscape revisited
Date: 22 Jun 2018 22:34:55
Message: <5b2db1cf@news.povray.org>
Hi(gh)!

On 22.06.2018 09:36, Thomas de Groot wrote:

> Beware that your font path is not for universal use! Users have to edit 
> your code in order to use it properly. For demonstration purposes it is 
> better to stick to the standard ttf's provided by POV-Ray.
> 

Here is the cleaned-up code!

See you in Khyberspace!

Yadgar


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Attachments:
Download 'landscape.pov.txt' (12 KB)

From: Thomas de Groot
Subject: Re: Cedeaq's semi-random landscape revisited
Date: 23 Jun 2018 03:07:55
Message: <5b2df1cb@news.povray.org>
On 23-6-2018 4:34, Jörg "Yadgar" Bleimann wrote:
> Hi(gh)!
> 
> On 22.06.2018 09:36, Thomas de Groot wrote:
> 
>> Beware that your font path is not for universal use! Users have to 
>> edit your code in order to use it properly. For demonstration purposes 
>> it is better to stick to the standard ttf's provided by POV-Ray.
>>
> 
> Here is the cleaned-up code!
> 
> See you in Khyberspace!
> 
> Yadgar
> 

Neat!

One other thing: In F_SelfShine, change 'ambient' into 'emission'. Will 
give you one lengthy warning less ;-)

-- 
Thomas


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From: Alain
Subject: Re: Cedeaq's semi-random landscape revisited
Date: 23 Jun 2018 11:58:51
Message: <5b2e6e3b$1@news.povray.org>
Le 18-06-22 à 22:34, Jörg "Yadgar" Bleimann a écrit :
> Hi(gh)!
> 
> On 22.06.2018 09:36, Thomas de Groot wrote:
> 
>> Beware that your font path is not for universal use! Users have to 
>> edit your code in order to use it properly. For demonstration purposes 
>> it is better to stick to the standard ttf's provided by POV-Ray.
>>
> 
> Here is the cleaned-up code!
> 
> See you in Khyberspace!
> 
> Yadgar
> 

On a normally installed version of POV-Ray, the path to your fonts 
should already be in your input paths.
That mean that you should not need to have that
«#local textpath = "/home/Raytracing/Povscn/Fonts/";"»

In fact, under Windows, in the message pane, you can find this :
Library paths:
...[some other paths]...
C:\Windows\Fonts

Without having that path in any of the ini files.

On a Linux system, or a Mac, you should have something similar.



Alain


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From: clipka
Subject: Re: Cedeaq's semi-random landscape revisited
Date: 23 Jun 2018 12:56:02
Message: <5b2e7ba2$1@news.povray.org>
Am 23.06.2018 um 18:00 schrieb Alain:

>>> Beware that your font path is not for universal use! Users have to
>>> edit your code in order to use it properly. For demonstration
>>> purposes it is better to stick to the standard ttf's provided by
>>> POV-Ray.
...

> On a normally installed version of POV-Ray, the path to your fonts
> should already be in your input paths.
> That mean that you should not need to have that
> «#local textpath = "/home/Raytracing/Povscn/Fonts/";"»
> 
> In fact, under Windows, in the message pane, you can find this :
> Library paths:
> ....[some other paths]...
> C:\Windows\Fonts
> 
> Without having that path in any of the ini files.
> 
> On a Linux system, or a Mac, you should have something similar.

While on Windows fonts are handled by the operating system itself,
that's not the case on Unixoid systems like Linux or Mac OS X; AFAIK, on
these systems, font management is instead the job of whatever graphical
interface is installed - be it KDE, Gnome, or whatever. The
corresponding path(s) /may/ have been added by the POV-Ray package
manager of whatever distribution you're using, but to my knowledge
there's nothing similar in vanilla "out of the box" POV-Ray for Linux.

Besides, even if POV-Ray for a given platform knows /where/ to find
fonts installed on the system, there's no guarantee that a /particular/
font will be found there. For example, you shouldn't expect "arial.ttf"
to be installed on Unix machines.


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