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Is there anyone who knows when will POV 3.5 ready?
I'm really looking forward to reading the new documentation (MegaPov's
documentation is sometimes poor...)
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"Jonathan Rafael Ghiglia" <j.l### [at] libero it> wrote in message
news:3a39393e.5845869@news.povray.org...
> Is there anyone who knows when will POV 3.5 ready?
> I'm really looking forward to reading the new documentation (MegaPov's
> documentation is sometimes poor...)
They are working on it even as we speak. It will be available as soon as
it is done. The provisionary schedule is tight but they hope to stick to the
latest revision of it, barring unforeseen circumstances and/or any other
obstacle. We have assurances that the progress is optimal and that a
satisfactory result is in the works. If there is an advance notification
that becomes public, it will be posted in the appropriate places and all
interested will be made aware of it.
--
What must underlie petitioners’ entire federal assault
on the Florida election procedures is an unstated lack of
confidence in the impartiality and capacity of the state
judges who would make the critical decisions if the vote
count were to proceed. - Dissent : Supreme Court
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In article <3a39393e.5845869@news.povray.org>, j.l### [at] libero it
(Jonathan Rafael Ghiglia) wrote:
> Is there anyone who knows when will POV 3.5 ready?
Please read the message "POV-Team Status Report - September 1, 2000" in
povray.announce.frequently-asked-questions. It contains all the current
public information.
Basically, the POV-Team is working on it. Nobody knows when it will be
ready, and there is much work to do, but the final feature list has been
decided, so there will be no major additions beyond what has been listed.
> I'm really looking forward to reading the new documentation (MegaPov's
> documentation is sometimes poor...)
If you can't find the answer in the documentation, just ask in
povray.unofficial.patches. That's what that group is for... :-)
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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Why everyone is so desperate?
I personally prefer a well-tested and mature program later than a
half-hearted and buggy program now.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
A little off-topic... but great one-liner, by the way. :-)
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Hello,
> A little off-topic... but great one-liner, by the way. :-)
Did you know what it does without compiling it?
Lutz
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Warp wrote:
> I personally prefer a well-tested and mature program later than a
> half-hearted and buggy program now.
What? They still make those? ;)
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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> > I personally prefer a well-tested and mature program later than a
> > half-hearted and buggy program now.
>
> What? They still make those? ;)
I do.
--
ZK
http://www.povplace.be.tf
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Zeger Knaepen <zeg### [at] student kuleuven ac be> wrote:
:> > I personally prefer a well-tested and mature program later than a
:> > half-hearted and buggy program now.
:>
:> What? They still make those? ;)
: I do.
Half-hearted buggy programs?-)
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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"Warp" <war### [at] tag povray org> wrote in message
news:3a39ff4d@news.povray.org...
> Why everyone is so desperate?
> I personally prefer a well-tested and mature program later than a
> half-hearted and buggy program now.
Much agreed.
Personally, I don't even use half the features in POV (Plain Old POV), so
POV 3.5, or even MegaPOV probably wouldn't do me much good :-)
Until Moray supports it, that is. Heh heh heh!
-Ian
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Ian Burgmyer wrote:
> Personally, I don't even use half the features in POV (Plain Old POV), so
> POV 3.5, or even MegaPOV probably wouldn't do me much good :-)
But you still use a lot, no? Just because you don't use everything in one
doesn't mean the other can't be useful. Even with a modeller, you could get
some limited use out of MegaPOV from new texture options like conserve_energy
and variable reflection. As for hand-coding there's all the more, like
trace() and isosurface. Even with Plain Old POV, there's features like poly
and macro you can't access with a modeller.
> Until Moray supports it, that is. Heh heh heh!
Modellers are all good and fun, but they'll never be able to do things like
isosurface...
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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> > Until Moray supports it, that is. Heh heh heh!
>
> Modellers are all good and fun, but they'll never be able to do things
like
> isosurface...
if povray can evaluate an iso surface, i am very sure with some creative
programming a modeller could do the same - and dont forget, in a modelling
environment you not allways after the same level of precision as the final
render.
all we need if a mfc programmer who understand iso functions to write a
moray plugin :)
--
Rick
POV-Ray News & Resources - http://povray.co.uk
Kitty5 WebDesign - http://kitty5.com
Hi-Impact web site design & database driven e-commerce
TEL : +44 (01625) 266358 - FAX : +44 (01625) 611913 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
--
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Rick [Kitty5] <ric### [at] kitty5 com> wrote:
: if povray can evaluate an iso surface, i am very sure with some creative
: programming a modeller could do the same
Raytracing an isosurface and creating a wireframe from an isosurface are
two different things.
Both are perfectly possible, though.
--
char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
main(_,c,m){for(m=32;c=*i++-49;c&m?puts(""):m)for(_=(
c/4)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););} /*- Warp -*/
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> > Modellers are all good and fun, but they'll never be able to do things
> like
> > isosurface...
Doesn't Rhino3d use iso surfaces? I know it uses mathematical functions to
model surfaces. If not, what s the difference. What's the difference between
nurbs and iso surfaces?
Nekar
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> Modellers are all good and fun, but they'll never be able to do things
like
> isosurface...
With a small plugin, MAX does, which proves "they'll never be able to do
things like isosurface..." wrong.
--
Lance.
http://come.to/the.zone
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J-Print News wrote:
>
> Doesn't Rhino3d use iso surfaces? I know it uses mathematical functions to
> model surfaces. If not, what s the difference. What's the difference between
> nurbs and iso surfaces?
>
Rhino uses NURBS (non-uniform rational B-spline) surfaces. NURBS are
parametric surfaces, where surface is described by 2 additional
parametric values u and v. To put it bluntly, for NURBS surface there is
3 equations:
x = fx(u,v)
y = fy(u,v)
z = fz(u,v)
You run u and v values over given range (quite often it is from 0-1) and
calculate points (x,y,z) on surface.
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Lance Birch wrote:
> With a small plugin, MAX does, which proves "they'll never be able to do
> things like isosurface..." wrong.
noooooooo ;)
isosurface in a (near) real-time GUI modeller? with any function you want?
wow
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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In article <3A6633BC.C00F0ACA@faricy.net> , David Fontaine
<dav### [at] faricy net> wrote:
> isosurface in a (near) real-time GUI modeller? with any function you want?
Isosurfaces in MegaPOV are very slow. There are ways to calculate them with
the same/better precision but more than ten times faster...
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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Thorsten Froehlich wrote:
>
> Isosurfaces in MegaPOV are very slow. There are ways to calculate them with
> the same/better precision but more than ten times faster...
>
Do i hear some plans for improvements, or is it just my hope for
accelerating those endless isosurface renders?
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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On Thu, 18 Jan 2001 20:25:54 +0100, Christoph Hormann wrote:
>
>
>Thorsten Froehlich wrote:
>>
>> Isosurfaces in MegaPOV are very slow. There are ways to calculate them with
>> the same/better precision but more than ten times faster...
>>
>
>Do i hear some plans for improvements, or is it just my hope for
>accelerating those endless isosurface renders?
Yes, you either hear plans for improvements or it's your hope for
accelerating those endless isosurface renders. Or both.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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Ron Parker wrote:
>
>
> Yes, you either hear plans for improvements or it's your hope for
> accelerating those endless isosurface renders. Or both.
>
Thanks for that unambiguous answer. ;-)
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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In article <3a673c74$1@news.povray.org>, "Thorsten Froehlich"
<tho### [at] trf de> wrote:
> Isosurfaces in MegaPOV are very slow. There are ways to calculate
> them with the same/better precision but more than ten times faster...
Are you talking about tesselating them first, and rendering the mesh?
(As is done with modellers...)
Or something else? A specific flaw in the algorithm used in the
isosurface patch?
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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In article <chrishuff-A11C99.21084719012001@news.povray.org> , Chris Huff
<chr### [at] mac com> wrote:
> Are you talking about tesselating them first, and rendering the mesh?
> (As is done with modellers...)
> Or something else? A specific flaw in the algorithm used in the
> isosurface patch?
Lets wait a few weeks with this :-)
Thorsten
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