|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I am wondering what is the most common way all of you build your POV files?
Do you code it by hand? Create the models in a seperate program and export
to POV format?
matt
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Mostly hand code with an occasional mesh model.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Matt Savard wrote:
> I am wondering what is the most common way all of you build your POV files?
> Do you code it by hand? Create the models in a seperate program and export
> to POV format?
I code by hand. I've never found a POV-compatible modeller I got on
with. In fact, I've never found a modeller of any kind I got on with,
save for UnrealEd, which doesn't really count.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
90% hand code, 10% sPatch.
"Matt Savard" <msa### [at] rainorg> wrote in message
news:Xns### [at] 204213191226...
> I am wondering what is the most common way all of you build your POV
files?
> Do you code it by hand? Create the models in a seperate program and export
> to POV format?
>
> matt
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Matt Savard wrote:
> I am wondering what is the most common way all of you build your POV files?
Mostly by hand in MacMegaPov's editor, with the occational use of Adobe
Illustrator for Lathes and Prisms, and a lot of cursing, swearing and gnashing
of teeth.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
99% hand-code
a little sPatch and HamaPatch
lots and lots of math
I always have a pen and pad of paper to work things out
I am very strict about my code formatting and conventions and personally
don't like the code that modelers like moray produce. Whenever I tried using
them, I always ended up reformatting the whole scene by hand anyway.
-tgq
--
camera{location z*13look_at 0}light_source{15 15looks_like{sphere{0 10
}pigment{rgb 1}finish{ambient 15}}}union{torus{3,0.5rotate x*90}cone{y
*4,.5,-y*8,0}cone{-x*4,.5,x*8,0}pigment{rgb<.7,.6,.4>}finish{ambient 0
diffuse 0reflection{1fresnel on metallic 1}}interior{ior 25}rotate 15}
plane{y,-7pigment{checker rgb 0rgb 1scale 4}finish{diffuse.1}}// TGQ
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Matt Savard wrote:
>
> I am wondering what is the most common way all of you build your POV files?
> Do you code it by hand? Create the models in a seperate program and export
> to POV format?
100% hand-coding here.
--
***** This was posted with the express permission of *****
**********************************************************
** HIS HIGHNESS ADAM H KERMAN LORD AND MASTER OF USENET **
**********************************************************
*********** We are simple servants of his will ***********
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Matt Savard wrote:
>
> I am wondering what is the most common way all of you build your POV files?
> Do you code it by hand? Create the models in a seperate program and export
> to POV format?
I've played around with just about every method you can think of and
almost always end up hand coding in the end.
--
Ken Tyler
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Bill DeWitt" <bde### [at] cflrrcom> wrote in message
news:3ba67412$1@news.povray.org...
> Mostly hand code with an occasional mesh model.
Just to expand a little. I love modelers. I like playing with them and
seeing how they prepare code, but when I need a scene, I start out with
text.
The povray text editor is the best modeler there is. When you write
sphere {0,1} you have that sphere right where you want it. No problem with
turning on the "Grid" then using "snap to grid" then reading the numbers in
the status bar to make sure you have it in the right place.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Matt Savard" <msa### [at] rainorg> wrote in message
news:Xns### [at] 204213191226...
> I am wondering what is the most common way all of you build your POV files?
> Do you code it by hand? Create the models in a seperate program and export
> to POV format?
100% Hand - with the exception of poser meshes.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |