POV-Ray : Newsgroups : povray.general : Thanks Server Time
19 Nov 2024 18:41:42 EST (-0500)
  Thanks (Message 1 to 7 of 7)  
From: wrestler
Subject: Thanks
Date: 1 Feb 2002 18:45:55
Message: <3c5b28b3@news.povray.org>
I just wanted to thank everyone for the help.  You nailed the problem on the
nose.  The students that were having the problems were the ones that didn't
pay attention when I walked them through the installation directions.
We are just starting the learning process of using Povray and would like to
know if anyone out there has any suggestions about specific topics that I
should cover?  Right now we are just using the regular shapes with some of
the textures (some we can't figure out how to use) to make very basic
pictures.  I would like to go further but am not sure which direction to go.
I know there are some online tutorials, are there any that are particularly
good that you would recommend?  Eventually we are going to work on some
animation projects either using Povray's animation features(if I learn how
first) or animation studio (which I already know).  Any suggestions would be
appreciated by both me and my students.
Colin


Post a reply to this message

From: Bill DeWitt
Subject: Re: Thanks
Date: 1 Feb 2002 19:20:45
Message: <3c5b30dd@news.povray.org>
"wrestler" <mew### [at] starbandnet> wrote :
>
> Right now we are just using the regular shapes with some of
> the textures (some we can't figure out how to use) to make very basic
> pictures.  I would like to go further but am not sure which direction to
go.


    By basic shapes, do you mean that you are just adding boxes and spheres
etc to make a shape? If so the next step is cog, cutting shapes out of other
shapes. Look into "intersection" and "difference".

    If you have already covered those, you may want to move to conditional
statements, creating arrays of objects based upon changes in variables. Look
for "if" and "while".

    You may find that the first tutorial in the Povray help file will help
you cover most of the basic subjects, have you looked into that?


Post a reply to this message

From: Bill DeWitt
Subject: Re: Thanks
Date: 1 Feb 2002 19:26:37
Message: <3c5b323d@news.povray.org>
"Bill DeWitt" <bde### [at] cflrrcom> wrote :
>
> If so the next step is cog,

    Ahem.... "csg"

    Too quick on the spell check...


Post a reply to this message

From: wrestler
Subject: Re: Thanks
Date: 1 Feb 2002 19:37:50
Message: <3c5b34de@news.povray.org>
Yep, so far it's just boxes, cones, and such.  We are going to try the csg
stuff on Monday if everything goes well.  I told them their next project was
to build a car so they will need the csg stuff.
Colin


"Bill DeWitt" <bde### [at] cflrrcom> wrote in message
news:3c5b30dd@news.povray.org...
>
> "wrestler" <mew### [at] starbandnet> wrote :
> >
> > Right now we are just using the regular shapes with some of
> > the textures (some we can't figure out how to use) to make very basic
> > pictures.  I would like to go further but am not sure which direction to
> go.
>
>
>     By basic shapes, do you mean that you are just adding boxes and
spheres
> etc to make a shape? If so the next step is cog, cutting shapes out of
other
> shapes. Look into "intersection" and "difference".
>
>     If you have already covered those, you may want to move to conditional
> statements, creating arrays of objects based upon changes in variables.
Look
> for "if" and "while".
>
>     You may find that the first tutorial in the Povray help file will help
> you cover most of the basic subjects, have you looked into that?
>
>


Post a reply to this message

From: Dennis Milller
Subject: Re: Thanks
Date: 1 Feb 2002 22:59:22
Message: <3c5b641a$1@news.povray.org>
If any of the kids are into photography, they will relate to the use of
filters over their lens. Try putting a normal statement on the camera to
distort everything in the scene. Try it first with the normal statement
commented out (//) then with the normal enabled. The possibilities are
endless:

// Persistence Of Vision raytracer version 3.1 sample file.

global_settings { assumed_gamma 2.2 }

#include "colors.inc"           // Standard colors library
#include "shapes.inc"           // Commonly used object shapes
#include "textures.inc"         // LOTS of neat textures.  Lots of NEW
textures.

camera {
   location  <0, 3.5, -3.7>
   direction <0, 0,    1>
   up        <0, 1,    0>
   right   <4/3, 0,    0>
   look_at   <0, -0.25,    0>
   normal {wrinkles .2}
}

// Light source

light_source {<-30, 11, +20>  color White  }
light_source {< 31, 12, -20>  color White  }
light_source {< 32, 11, -20>  color LightGray }

#include "rdgranit.map"
#declare Pink_Gran_Texture =
texture {
   pigment {
      granite
      color_map { M_RedGranite }
      scale 0.4
      }
   finish {
      specular 0.75
      roughness 0.0085
      ambient 0.15
      reflection 0.2
   }
}

union {
   sphere {<0, 0, 0>, 1.75}
   difference {
      object {UnitBox scale 1.5}
      // Clip some sqr holes in the box to make a 3D box frame
      object {UnitBox scale <1.51, 1.25, 1.25> }   // "clip" x
      object {UnitBox scale <1.25, 1.51, 1.25> }   // "clip" y
      object {UnitBox scale <1.25, 1.25, 1.51> }   // "clip" z
   }
   texture { Pink_Gran_Texture scale 0.25 }
   rotate y*45
}



"wrestler" <mew### [at] starbandnet> wrote in message
news:3c5b34de@news.povray.org...
> Yep, so far it's just boxes, cones, and such.  We are going to try the csg
> stuff on Monday if everything goes well.  I told them their next project
was
> to build a car so they will need the csg stuff.
> Colin
>
>
> "Bill DeWitt" <bde### [at] cflrrcom> wrote in message
> news:3c5b30dd@news.povray.org...
> >
> > "wrestler" <mew### [at] starbandnet> wrote :
> > >
> > > Right now we are just using the regular shapes with some of
> > > the textures (some we can't figure out how to use) to make very basic
> > > pictures.  I would like to go further but am not sure which direction
to
> > go.
> >
> >
> >     By basic shapes, do you mean that you are just adding boxes and
> spheres
> > etc to make a shape? If so the next step is cog, cutting shapes out of
> other
> > shapes. Look into "intersection" and "difference".
> >
> >     If you have already covered those, you may want to move to
conditional
> > statements, creating arrays of objects based upon changes in variables.
> Look
> > for "if" and "while".
> >
> >     You may find that the first tutorial in the Povray help file will
help
> > you cover most of the basic subjects, have you looked into that?
> >
> >
>
>


Post a reply to this message

From: Phil Clute
Subject: Re: Thanks
Date: 2 Feb 2002 01:22:59
Message: <3C5B8568.8060609@tiac.net>
When you get to animation this tutorial is pretty
helpful. It starts out with the basics and helps you
in getting povray set up( ini files):
http://www.puzzlecraft.com/cm/ClockMod.html

And here's a couple more tutorials that
might be useful:
http://www.spake.org/rtimes/article/povindx.htm

This one's a bit outdated since it was done for
povray version 3.0 but I think it's still a good
tutorial:
http://library.thinkquest.org/3285/index.html

-- 
Phil
Behold, for I am the keeper of the sacred coffee brewing method.


Post a reply to this message

From: John Haiducek
Subject: Re: Thanks
Date: 3 Feb 2002 12:57:24
Message: <3C5D79FB.3030600@umich.edu>
I'd play with textures and some of the other objects. Go through the 
docs and try the many patters that are listed in sec. 4.7.7, and also 
play with different color maps and turbulence:

[your_object_type]{ //You can use any object to play with textures...
   [your_object_definition]
   pigment{
     [your_pattern] //(see section 4.7.7)
     color_map{     //Start with a simple color_map like the one below,
                    //then experiment. (see sec. 4.7.1.3)
       [0 rgb 0]
       [1 rgb 1]
     }
     turbulence 0 //start with turbulence 0, then increase turbulence and
                  //see what happens
   }
}

Then experiment with normals in a similar manner:

[your_object_type]{ //You can use any object to play with textures...
   [your_object_definition]

   pigment{  //Start with pigment{rgb 1} when playing with normals
     [your_pigment]
   }

   normal{
     [your_pattern] 1    //Or "your_pattern 0.5," etc. The number changes
                         //the degree of effect the normal has.
   }

}

Hopefully my pseudocode makes sense to you. Here's some examples:

Pigment:

sphere{
   <0,0,0>,1
   pigment{
     bozo
     color_map{
       [0 rgb 0]
       [1 rgb 1]
     }
     turbulence 0.25
   }
}

Normal:

box{
   <-1,-1,-1>,<1,1,1>
   pigment{
     rgb 1
   }

   normal{
     wrinkles 1
   }
}


One object that's fun to play with is the Julibrot (in POV it's called 
"julia-fractal.") You can give it different settings and have 
interesting results without too much trouble.

If your students are mathematically minded and you are using MegaPOV, 
you can play with isosurfaces, too.

John Haiducek


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.