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Not sure if this is where to post suggestions, but here we go:
It would be great if POV-Ray could generate depth maps. These are used in
stereogram creation.
The resulting image would be greyscale, with higher values of grey
corresponding to closer objects. As far as I can see, the implementation
would be much simpler: rather that calculating colors, reflection, etc., you
would just trace each ray until it hits an object, and then record the
distance.
__________________
Chris Howie
cra### [at] yahoo com
http://winimizer.virtualave.net
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Chris Howie <cra### [at] yahoo com> wrote:
: It would be great if POV-Ray could generate depth maps. These are used in
: stereogram creation.
MegaPov supports this.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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Where can I download it?
__________________
Chris Howie
cra### [at] yahoo com
http://winimizer.virtualave.net
"Warp" <war### [at] tag povray org> wrote in message
news:3c3c250c@news.povray.org...
> Chris Howie <cra### [at] yahoo com> wrote:
> : It would be great if POV-Ray could generate depth maps. These are used
in
> : stereogram creation.
>
> MegaPov supports this.
>
> --
> #macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb
M()}}
> N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
> N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// -
Warp -
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On Wed, 9 Jan 2002 06:21:40 -0500, "Chris Howie" <cra### [at] yahoo com>
wrote:
> Where can I download it?
It depends on target platform.
Check http://nathan.kopp.com/patched.htm
ABX
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The site does not have a Windows version...
__________________
Chris Howie
cra### [at] yahoo com
http://winimizer.virtualave.net
"W³odzimierz ABX Skiba" <abx### [at] babilon org> wrote in message
news:7nao3u4l9tffjd3spfvvka53rcnnai2bhk@4ax.com...
> On Wed, 9 Jan 2002 06:21:40 -0500, "Chris Howie"
<cra### [at] yahoo com>
> wrote:
>
> > Where can I download it?
>
> It depends on target platform.
> Check http://nathan.kopp.com/patched.htm
>
> ABX
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On Wed, 9 Jan 2002 06:46:07 -0500, "Chris Howie" <cra### [at] yahoo com>
wrote:
> The site does not have a Windows version...
It _is_ about windows version. Links point to other platform pages. Have you
checked download section ?
And btw: please not get into bad habits and not quote whole message even if it
is short.
ABX
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Sorry.
*slaps Outlook Express*
__________________
Chris Howie
cra### [at] yahoo com
http://winimizer.virtualave.net
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Chris Howie <cra### [at] yahoo com> wrote:
: The site does not have a Windows version...
Yes it does.
In fact, it's the only version available in the site (besides the source
code).
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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It would still be nice if POV-Ray implemented this, though.
__________________
Chris Howie
cra### [at] yahoo com
http://winimizer.virtualave.net
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Yep, just found it.
__________________
Chris Howie
cra### [at] yahoo com
http://winimizer.virtualave.net
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On Wed, 9 Jan 2002 07:08:19 -0500, "Chris Howie" <cra### [at] yahoo com>
wrote:
> It would still be nice if POV-Ray implemented this, though.
what is wrong with MegaPOV ?
ABX
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Nothing. But not having to download another file to use this feature would
be handy.
__________________
Chris Howie
cra### [at] yahoo com
http://winimizer.virtualave.net
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On Wed, 9 Jan 2002 07:16:28 -0500, "Chris Howie" <cra### [at] yahoo com>
wrote:
> Nothing. But not having to download another file to use this feature would
> be handy.
downloading is a nature of IT community
patches are a nature of POV community
wishes are a nature of users
;-)
ABX
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Err.. hmmm... sorry, but IMHO, it is possible with any version of POV-Ray
having gradient pattern. I've done this in the past with great success...
You only have to texture your whole scene with a gradient from white to
black, along the direction of the camera view (this may require a bit of
good and old trial&error scaling and translating the gradient). Use a
finish with ambient 1 and diffuse 0, and no lights. Simple, isn't?
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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> Err.. hmmm... sorry, but IMHO, it is possible with any version of
POV-Ray
> having gradient pattern. I've done this in the past with great success...
>
> You only have to texture your whole scene with a gradient from white to
> black, along the direction of the camera view (this may require a bit of
> good and old trial&error scaling and translating the gradient). Use a
> finish with ambient 1 and diffuse 0, and no lights. Simple, isn't?
>
If you want to get the distance to the camera you should use a spherical
pattern.
--
#local T=text{ttf"timrom.ttf""Simon Adameit".01,0}#local Y=1;#while(Y>-1)
#local X=0;#while(X<7)#local O=trace(T<X,Y><X,Y>+z);cylinder{<X-3,Y,5>*.01
<X-3,Y,5>*.01+5e-3,5e-5pigment{rgb 25*O}}#debug chr(83-(O.x=0)*51)#local
X=X+.05;#end#debug"\n"#local Y=Y-.05;#end
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On Wed, 9 Jan 2002 15:42:01 +0100, Simon Adameit wrote:
> > Err.. hmmm... sorry, but IMHO, it is possible with any version of
> POV-Ray
>> having gradient pattern. I've done this in the past with great success...
>>
>> You only have to texture your whole scene with a gradient from white to
>> black, along the direction of the camera view (this may require a bit of
>> good and old trial&error scaling and translating the gradient). Use a
>> finish with ambient 1 and diffuse 0, and no lights. Simple, isn't?
>>
>
> If you want to get the distance to the camera you should use a spherical
> pattern.
Except you really don't want the distance to the camera for stereograms.
It ends up looking funny.
--
#local R=<7084844682857967,0787982,826975826580>;#macro L(P)concat(#while(P)chr(
mod(P,100)),#local P=P/100;#end"")#end background{rgb 1}text{ttf L(R.x)L(R.y)0,0
translate<-.8,0,-1>}text{ttf L(R.x)L(R.z)0,0translate<-1.6,-.75,-1>}sphere{z/9e3
4/26/2001finish{reflection 1}}//ron.parker@povray.org My opinions, nobody else's
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Anyway, the reason that I would like it implemented in POV-Ray is so that
programs like Moray would be obligated to provide support for it.
__________________
Chris Howie
cra### [at] yahoo com
http://winimizer.virtualave.net
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> MegaPov supports this.
Yep, I just made a whole stack of stereograms. Thanks, guys. =)
__________________
Chris Howie
cra### [at] yahoo com
http://winimizer.virtualave.net
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> Err.. hmmm... sorry, but IMHO, it is possible with any version of
POV-Ray
> having gradient pattern. I've done this in the past with great success...
Sure, you CAN, but to keep the gradients consistent, you need a depth map
generator.
Not to mention that doing it that way is much longer and more challenging.
__________________
Chris Howie
cra### [at] yahoo com
http://winimizer.virtualave.net
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On Thu, 10 Jan 2002 08:51:46 -0500, "Chris Howie" <cra### [at] yahoo com>
wrote:
> Not to mention that doing it that way is much longer and more challenging.
Not exactly. With features of 3.5 (or MegaPOV) it could be done with one smart
macro.
ABX
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Chris Howie wrote:
> Sure, you CAN, but to keep the gradients consistent, you need a depth map
> generator.
? I do not understand what you mean here... POV-Ray is the "depth map
generator"! I've done lots of depth maps for stereograms in the past with
POV-Ray 2.2, only with black fog and white luminous textures. Later I used
gradient z for easier control (wave type). Both tricks are *really* old,
and work perfectly for all kind of RDS and SIRDS.
> Not to mention that doing it that way is much longer and more challenging.
I can't see the difficulty on scaling and translating a texture, but of
course, having an INI option for depth map output is easier, sure. I only
said that POV-Ray already serves for this, IMHO.
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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"Chris Howie" wrote:
> > Err.. hmmm... sorry, but IMHO, it is possible with
> > any version of POV-Ray having gradient pattern.
> > I've done this in the past with great success...
>
> Sure, you CAN, but to keep the gradients consistent,
> you need a depth map generator.
What do you mean? What is a depth map generator? And what's wrong with using
the output directly from POV-Ray (using the gradient pattern solution)?
> Not to mention that doing it that way is much longer
> and more challenging.
Scale the pattern big enough and then transform it like you transform the
camera - how difficult can that be?
I have used the gradient method in a few stereograms and it has worked fine
for me.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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> What is a depth map generator?
It reads the scene file and creates a depth map without using gradient
textures.
> And what's wrong with using
> the output directly from POV-Ray (using the gradient pattern solution)?
Nothing's wrong with that.
> Scale the pattern big enough and then transform it like you transform the
> camera - how difficult can that be?
Depends on the complexity of the scene. Rendering a scene with a desk, a
jar of pencils, a lamp, and a picture frame could be difficult and tedious.
__________________
Chris Howie
cra### [at] yahoo com
http://winimizer.virtualave.net
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> ? I do not understand what you mean here... POV-Ray is the "depth map
> generator"! I've done lots of depth maps for stereograms in the past with
> POV-Ray 2.2, only with black fog and white luminous textures. Later I used
> gradient z for easier control (wave type). Both tricks are *really* old,
> and work perfectly for all kind of RDS and SIRDS.
I mean an automatic generator. Takes ANY scene and converts it into a depth
map without any work on your part.
__________________
Chris Howie
cra### [at] yahoo com
http://winimizer.virtualave.net
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"Chris Howie" wrote:
> > Scale the pattern big enough and then transform it
> like you transform the camera - how difficult can that be?
>
> Depends on the complexity of the scene. Rendering a scene
> with a desk, a jar of pencils, a lamp, and a picture frame
> could be difficult and tedious.
I don't think so.
Just leave out textures from all the objects and specify a "global" texture
using the #default feature, including correct translation, rotation etc.
Then all objects will get that texture, and it will be aligned correctly no
matter how the objects are aligned in the scene.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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> Just leave out textures from all the objects and specify a "global"
texture
> using the #default feature, including correct translation, rotation etc.
> Then all objects will get that texture, and it will be aligned correctly
no
> matter how the objects are aligned in the scene.
I have to admit, that DOES sound easy... could you send me some source I
could examine?
__________________
Chris Howie
cra### [at] yahoo com
http://winimizer.virtualave.net
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"Chris Howie" wrote:
> I have to admit, that DOES sound easy...
> could you send me some source I could examine?
Here's a quick example I just made:
// Camera and depth alignment
// **************************
// Camera alignment
#declare CamAlignment =
transform {translate -5.5*z rotate <20,35,0> translate 1.2*y}
// Depth range
#declare MinDepth = 3;
#declare MaxDepth = 9;
// Makes areas closer than depth range red
// and areas farther away than depth range blue.
#declare ErrorTest = off;
// Depthmap mode on/off.
#declare Stereogram = on;
// 'Stereogram generator'
// **********************
camera {location 0 look_at z transform CamAlignment}
#if (Stereogram=on)
#default {
texture {
pigment {
planar rotate 90*x scale MaxDepth
color_map {
[0.0001, blue ErrorTest]
[0.0001, rgb 0]
[1-MinDepth/MaxDepth-0.0001, rgb 1]
[1-MinDepth/MaxDepth-0.0001, rgb 1-<0,1,1>*ErrorTest]
}
}
finish {ambient 1 diffuse 0}
transform CamAlignment
}
}
background {rgb ErrorTest*<0,0.5,1>}
#else
#default {pigment {rgb 1}}
#end
// Objects in scene
// ****************
plane {y, 0} // floor
union { // table
box {<-1,0,-1>, <1,1,1> scale <0.1,2,0.1> translate <+2,0,+1>}
box {<-1,0,-1>, <1,1,1> scale <0.1,2,0.1> translate <-2,0,+1>}
box {<-1,0,-1>, <1,1,1> scale <0.1,2,0.1> translate <+2,0,-1>}
box {<-1,0,-1>, <1,1,1> scale <0.1,2,0.1> translate <-2,0,-1>}
box {<-2.2,2,-1.2>, <2.2,2.2,1.2>}
}
union { // ugly quick lamp
sphere {0.3*y, 0.3}
cone {0.5*y, 0.45, 1.0*y, 0.1}
translate <1,2.2,0.5>
}
// Only for testing purposes when stereogram mode is turned off.
light_source {<1,2,-3>*1000, color 1}
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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"Chris Howie" <cra### [at] yahoo com> wrote in message
news:3c3cb45e@news.povray.org...
> Anyway, the reason that I would like it implemented in POV-Ray is so that
> programs like Moray would be obligated to provide support for it.
IIRC, Moray doesn't yet support all of the features already there (though I
haven't used it for a while, so I'm not sure).
...Chambers
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