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See the post in p.b.i
-tgq
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"Ken" <tyl### [at] pacbell net> wrote in message
news:3BE955A6.4C3ED542@pacbell.net...
>
>
> Warp wrote:
>
> > #macro c(X)torus{.5.1clipped_by{box{<.7.2><-.7,-.2.7>}}rotate-90*x
translate
> > x*X}#end #macro C(A)cylinder{A,A-y*.5.1}#end
merge{c(.5)c(-.5)C(x)C(-x)C(0)
> > translate z*2pigment{crackle scale.5rotate
90turbulence.75color_map{[.05rgb
> > 1][.1rgb<1,.25,1>][.25rgbf 1]}}finish{ambient 1}}
>
> Everybody around here whines about how important it is to use proper
> indenting yet look at that mess! When I do it people critisie me. When
> you guys do it in your sigs it is all of a sudden ok. Talk about double
> standards!
I agree.
//// New, improved and FAIR code follows ////
#macro c (X)
torus {
0.5, 0.1
clipped_by {
box {
< 0.7, 0.2 >,
< -0.7,-0.2, 0.7 >
}
}
rotate-90*x
translate x*X
}
#end
#macro C (A)
cylinder{
A, A-y*0.5, 0.1
}
#end
merge{
c(0.5)
c(-0.5)
C(x)
C(-x)
C(0)
translate z*2
pigment{
crackle
scale 0.5
rotate 90
turbulence 0.75
color_map {
[ 0.05 rgb 1 ]
[ 0.10 rgb < 1.0, 0.25, 1.0 > ]
[ 0.25 rgbf 1 ]
}
}
finish {
ambient 1
}
}
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On Wed, 07 Nov 2001 07:39:18 -0800, Ken <tyl### [at] pacbell net> wrote:
> Everybody around here whines about how important it is to use proper
> indenting yet look at that mess! When I do it people critisie me. When
> you guys do it in your sigs it is all of a sudden ok. Talk about double
> standards!
Perhaps your scripts should create more signaturing results. For example try
this:
#warning#macro P(S)#local T=val(substr(S,1,7));#local B=substr(S,8,strlen(S)-7)
#local O=M(T)#if(strlen(B)>0)#local O=concat(O,P(B))#end O#end#macro M(V)#local
S=chr(mod(V,123))#local F=div(V,123);#if(F>0)#local S=concat(S,M(F));#end S#end
P("167668818409731737237048969510822381537545154019204883010625882")
--
ABX :-)
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Warp wrote:
> > The task: cause a lens flare in a rendering without using a
> > plug-in, and without using objects to simulate the parts of
> > the flare.
> Why?
Same reason you (might) render Schroedinger's cat even though
the box is closed: more complete simulation of reality! ;)
--
Tim Cook
http://empyrean.scifi-fantasy.com
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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"Timothy R. Cook" <tim### [at] scifi-fantasy com> wrote in message
news:3BE96B97.595EEF1C@scifi-fantasy.com...
> Warp wrote:
> > > The task: cause a lens flare in a rendering without using a
> > > plug-in, and without using objects to simulate the parts of
> > > the flare.
> > Why?
>
> Same reason you (might) render Schroedinger's cat even though
> the box is closed: more complete simulation of reality! ;)
> --
It is my goal in life to create a simulation of reality that is
indistinguishable from reality, we can insert the simulated reality and
noone would be the wiser because it would be *exactly* the same... or
perhaps I already have ;)
-tgq
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In article <3be91cea@news.povray.org> , Warp <war### [at] tag povray org> wrote:
> Why? (Except for just the sake of achieving it, even it's extremely slow
> and not very useful.)
> It's like making a raytracer with the SDL of POV-Ray. It's slow and not
> very useful. It may be fun, but not useful.
Hmm, so as you like to write fun but useless things, maybe change POV-Ray to
allow the "real" lense flare? ;-)
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trf de
Visit POV-Ray on the web: http://mac.povray.org
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On 7 Nov 2001 08:15:58 -0500, Ron Parker <ron### [at] povray org>
wrote:
>Not that I remember.
OK, I'll have to check who it was, then.
>But it really doesn't require photons, so it's possible Dan was playing
>with it that long ago.
How so? Lens flares usually originate from light sources.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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On Wed, 07 Nov 2001 23:23:35 +0200, Peter Popov wrote:
> On 7 Nov 2001 08:15:58 -0500, Ron Parker <ron### [at] povray org>
> wrote:
>
>>Not that I remember.
>
> OK, I'll have to check who it was, then.
>
>>But it really doesn't require photons, so it's possible Dan was playing
>>with it that long ago.
>
> How so? Lens flares usually originate from light sources.
True, but since the path is ES*L, it is sufficient to give the light source a
looks_like that has sufficient brightness to survive multiple reflections.
Photons are only useful when the path is ES*DS*L.
To get some of the more interesting flares requires blurred reflection and/or
refraction, and perhaps a touch of dispersion. Slow, slow, slow.
--
#macro R(P)z+_(P)_(P)_(P+1)_(P+1)+z#end#macro Q(C,T)bicubic_patch{type 1u_steps
6v_steps 6R(1)R(3)R(5)R(7)pigment{rgb z}}#end#macro _(Y)#local X=asc(substr(C,Y
,1))-65;<T+mod(X,4)div(X,4)9>-2#end#macro O(T)Q("ABEFUQWS",T)Q("WSXTLOJN",T)#
end O(0)O(3)Q("JNKLCGCD",0)light_source{x 1}// ron### [at] povray org
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See image posted in p.b.i. Uses looks like sphere with ambient set to 1000,
max_trace_leve = 1000, six lenses (12 reflect/refract surfaces) with fresnel
reflection (max set to 1/3 to minimize scene reflection). It's not as pretty
as fake ones, but that's not what I was trying to achieve. BTW, the viewing
angle here was only 2.5 degrees, orthographic can probably be used as well
and is maybe the better choice.
-tgq
"Ron Parker" <ron### [at] povray org> wrote in message
news:slr### [at] fwi com...
> On Wed, 07 Nov 2001 23:23:35 +0200, Peter Popov wrote:
> > On 7 Nov 2001 08:15:58 -0500, Ron Parker <ron### [at] povray org>
> > wrote:
> >
> >>Not that I remember.
> >
> > OK, I'll have to check who it was, then.
> >
> >>But it really doesn't require photons, so it's possible Dan was playing
> >>with it that long ago.
> >
> > How so? Lens flares usually originate from light sources.
>
> True, but since the path is ES*L, it is sufficient to give the light
source a
> looks_like that has sufficient brightness to survive multiple reflections.
> Photons are only useful when the path is ES*DS*L.
>
> To get some of the more interesting flares requires blurred reflection
and/or
> refraction, and perhaps a touch of dispersion. Slow, slow, slow.
>
> --
> #macro R(P)z+_(P)_(P)_(P+1)_(P+1)+z#end#macro Q(C,T)bicubic_patch{type
1u_steps
> 6v_steps 6R(1)R(3)R(5)R(7)pigment{rgb z}}#end#macro _(Y)#local
X=asc(substr(C,Y
> ,1))-65;<T+mod(X,4)div(X,4)9>-2#end#macro
O(T)Q("ABEFUQWS",T)Q("WSXTLOJN",T)#
> end O(0)O(3)Q("JNKLCGCD",0)light_source{x 1}// ron### [at] povray org
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Trevor Quayle wrote:
> Uses [...]
> max_trace_leve = 1000
Yep! And it didn't crash?!
--
Jonathan.
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