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I AGREE!!! :)
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
For a totally different experience, visit my Chroma Key Website:
Colorblind - http://listen.to/colorblind
Nieminen Mika wrote in message <379d50a0@news.povray.org>...
> A question:
> Is all this triangulation of objects worth the efforts? Ok, you get a
>preview. So what? I think that there are many other things more important
>for the povteam to do than worrying about previews. Making trianguation
>code for _all_ the objects is not a trivial thing and the benefits are
>questionable. If you want a preview, use a modeller.
> And besides, implementing an OpenGL or whatever preview would make povray
>non-portable.
>
>--
>main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
>):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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>I second that. Most 3D packages (I'm talking scanline here) have some
>sort of boolean operations.
hehe, from my experiance they're not very good either :) Sure, it can be
done, but there are LOTS of problems associated with it. This was
particularly true with MAX 1.2 and 2.0 (2.5 fixed it to most extents and it
works very well now). But have you ever taken a mesh of a text object and
tried to do an intersection of it with another text object at 90 degrees?
(in a mesh program?)
That's the main problem, booleaning with meshes doesn't always work very
well.
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
For a totally different experience, visit my Chroma Key Website:
Colorblind - http://listen.to/colorblind
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The answer, I think, has been discussed for quite a while.
Non-linear transformations is the main benefit I see. And not a small one at
that.
Margus
Nieminen Mika wrote:
>
> A question:
> Is all this triangulation of objects worth the efforts? Ok, you get a
> preview. So what? I think that there are many other things more important
> for the povteam to do than worrying about previews. Making trianguation
> code for _all_ the objects is not a trivial thing and the benefits are
> questionable. If you want a preview, use a modeller.
> And besides, implementing an OpenGL or whatever preview would make povray
> non-portable.
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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In povray.general Margus Ramst <mar### [at] peak edu ee> wrote:
: Non-linear transformations is the main benefit I see. And not a small one at
: that.
Then make all your objects with spatch or whatever modeller.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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On 27 Jul 1999 02:24:32 -0400, Nieminen Mika <war### [at] cc tut fi> wrote:
> A question:
> Is all this triangulation of objects worth the efforts? Ok, you get a
>preview. So what? I think that there are many other things more important
>for the povteam to do than worrying about previews. Making trianguation
>code for _all_ the objects is not a trivial thing and the benefits are
>questionable. If you want a preview, use a modeller.
(been out of town for a while)
I wasn't talking about _all_ objects. Heaven forbid! I was only
replying to Ron who said Julias can't be triangulated and then to
Margus who didn't see the sense in doing it. So I mentioned the major
beneft of tesellating this particular object, mainly implementing it
in Moray and other modellers since it is a shape that's hard to
visualize by only knowing the numbers involved. And once you have it
as a mesh in a modeller you can export it to whatever format you like,
so that even Lance can have some fun of it with MAX :) Or, as I
(humorously?) suggested, you can export it to VRML, put a motherload
of colored lights around it and start spinning it realtime until you
get hypnotized (or throw up, or both :) )
> And besides, implementing an OpenGL or whatever preview would make povray
>non-portable.
Actually OpenGL is quite portable. Well, Crays don't have it, but then
again, you'll see a raytraced preview on a Cray, so... :) But don't
get me wrong here, I agree that integrating an OpenGL preview system
for all objects from within POV would be hard, hard to port and
generally senseless work. I've never claimed the opposite.
Peter Popov
ICQ: 15002700
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In povray.general Peter Popov <pet### [at] usa net> wrote:
: Actually OpenGL is quite portable.
It may be _quite_ portable, but not available for all the platforms povray
should be, for example DOS or this sparcstation 5.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Nieminen Mika wrote:
>
> In povray.general Peter Popov <pet### [at] usa net> wrote:
> : Actually OpenGL is quite portable.
>
> It may be _quite_ portable, but not available for all the platforms povray
> should be, for example DOS or this sparcstation 5.
Of course it is (available). Mesa (OpenGL clone) compiles quite happily
under DOS (and under Solaris). Of course it doesn't do display stuff
under DOS, but it can generate a bitmap in memory that POV-Ray could
then write into the VGA buffers.
Xander
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Lance Birch wrote:
>
> haha, some of you just knew I was going to reply to this didn't you? ;-)
I did.. Why did you think I left the bait hanging ?
:)
>
> Well, when it comes to 3DS, you're right, it SUCKS! However, I must note
> that there is a MASSIVE difference between 3D Studio and 3D Studio MAX. 3D
> Studio isn't even considered a product any more (and it's not sold from
> authorised dealers).
*hehe* NC.
> The fact is that meshes are extremely powerful and CAN produce perfect image
> quality if the artist and the renderer are careful. The introduction of
> such techniques as NURBS and adaptive degradation make meshes perfectly
> smooth (finally!!!).
Sure, sure. but that isn't implementable in POV (Nurbs, afaik is a
modeller thing, not a engine part..)
> So in conclusion, leave POV-Ray the way it is because as a raytracer it
> ROCKS! And second, please don't criticise renderers that you haven't used
> the latest version of (for more than a month) :)
he, I whacked down on the whole mesh system.. I know, Ii've built a
cheap hack of one in java... :)
> hehe, OK, that's my 2 cents, feel free to flame me now.
no, you have pointed at something good, with insight. why flame?
//Spider
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Spider wrote:
>
> Lance Birch wrote:
> >
> > The fact is that meshes are extremely powerful and CAN produce perfect image
> > quality if the artist and the renderer are careful. The introduction of
> > such techniques as NURBS and adaptive degradation make meshes perfectly
> > smooth (finally!!!).
>
> Sure, sure. but that isn't implementable in POV (Nurbs, afaik is a
> modeller thing, not a engine part..)
It can certainly be implemented; however, it's probably a very *slow*
ray-surface calculation, especially compared to a mesh.
Regards,
John
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But it IS a mesh... :)
Of course as was mentioned, this really isn't that good for POV-Ray, and I
don't see any possible syntax that could be used for it anyway.
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
For a totally different experience, visit my Chroma Key Website:
Colorblind - http://listen.to/colorblind
John VanSickle wrote in message <37A3763B.9AAB4897@erols.com>...
>Spider wrote:
>>
>> Lance Birch wrote:
>> >
>> > The fact is that meshes are extremely powerful and CAN produce perfect
image
>> > quality if the artist and the renderer are careful. The introduction
of
>> > such techniques as NURBS and adaptive degradation make meshes perfectly
>> > smooth (finally!!!).
>>
>> Sure, sure. but that isn't implementable in POV (Nurbs, afaik is a
>> modeller thing, not a engine part..)
>
>It can certainly be implemented; however, it's probably a very *slow*
>ray-surface calculation, especially compared to a mesh.
>
>Regards,
>John
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