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Hey, guys! I just thought I'd drop in and let you guy see some of the stuff
I've been working on. The first (and Largest)
http://www.hedfiles.com/hedch2001.avi
21MB DIVX animation (www.divx.com)
That's my latest and greatest animation in 3DSMAX! Yeah. It's not Povray,
but still. I'd never have been able to do half the stuff in Pov. :(
The jungle scares me.
And my webpage has been updated.
http://heday.povray.co.uk (Thanks to Rick!)
Thanks all!
H.E. Day
<><
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"Howard Day" <Pov### [at] aol com> wrote in message
news:3c440d6a@news.povray.org...
> I'd never have been able to do half the stuff in Pov. :(
> The jungle scares me.
You are certainly the hero of many of us.
Could you explain your povray comment? Is it that MAX has buttons you push
and up comes completed artwork, or is it lacking in tools? I once remember
reading in a graphics magazine where someone said, "I want to do fire, but I
cannot afford the plugin." That's reason enough for me to disavow MAX.
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On Mon, 14 Jan 2002 15:08:23 -0800, "Howard Day" <Pov### [at] aol com> wrote:
> I'd never have been able to do half the stuff in Pov. :(
POVRay is raytracer, not modeller :-)
Export it and compare results :-)))))
ABX
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> POVRay is raytracer, not modeller :-)
> Export it and compare results :-)))))
exporting from max directly is not poss, you have to convert to 3ds first -
that means converting every frame as a single 3ds file, then converting each
of them to pov
3ds to pov is not a problem - thanks in part to the excellent 3ds2pov
utility. unfortunately getting a decent 3ds file out of max is a little
tricky - for me at any rate, I get all the objects (etc) but the positioning
is way out of whack
it would probably be quicker to try and remake the entire animation in pov,
using the max models as a starting point, still, hell of lot of work
involved
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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I watched it and liked it a lot. Are some of the SFX frm Tribes
2? Seems like a spinfusor and a lasergun warm-up are in there.
:o)
I enjoy the long distance shots of the atmosphere entry.
-peter
Howard Day wrote:
>
> Hey, guys! I just thought I'd drop in and let you guy see some of the stuff
> I've been working on. The first (and Largest)
>
> http://www.hedfiles.com/hedch2001.avi
>
> 21MB DIVX animation (www.divx.com)
> That's my latest and greatest animation in 3DSMAX! Yeah. It's not Povray,
> but still. I'd never have been able to do half the stuff in Pov. :(
> The jungle scares me.
>
<snip>
--
Current obsession: "Ballet pour ma fille."
http://www.applesnake.net
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Looks nice.
Do we have any hope of seeing povray renderings from you anymore?
It doesn't have to be 100% pov. It's ok to model scenes in other software,
but it would be great to see how povray can use its capabilities to render
those...
--
#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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> I'd never have been able to do half the stuff in Pov. :(
Well... You would'nt have been able to do half the stuff *without* Pov
either, cause it's a matter of learning. You've got experience with Pov.
I know there are some limits in modelling with Pov... but they will be
broken in time. :o)
Good luck, Heday.
Regards,
Hugo
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> Could you explain your povray comment? Is it that MAX has buttons you
push
> and up comes completed artwork, or is it lacking in tools? I once remember
> reading in a graphics magazine where someone said, "I want to do fire, but
I
> cannot afford the plugin." That's reason enough for me to disavow MAX.
Heck no. I work harder in Max than i ever did in Pov. The main things that
would have been impossible to do are any glows, particle systems, massive
amounts of geometry, fast blurred lights, and fast motion blurring. It would
have taken a team of Athlon 1 GHZs 5 years to do this in povray. :-)
You want fire? do what you did in Pov. Cheat.
H.E. Day
<><
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In article <3c44df16@news.povray.org>, "Howard Day" <Pov### [at] aol com>
wrote:
> The main things that would have been impossible to do are any glows,
> particle systems
Well, I'm still working on them! I can only code at a certain rate...
;-)
Ok, the final glow patch will probably wait until after POV 3.5 is
available, I may release an update of the particle system patch
separately before then.
> You want fire? do what you did in Pov. Cheat.
No, patch. ;-)
--
--
Christopher James Huff <chr### [at] mac com>
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"Christopher James Huff" wrote:
> "Howard Day" wrote:
>
> > The main things that would have been impossible
> > to do are any glows, particle systems
>
> Well, I'm still working on them! I can only code at
> a certain rate... ;-)
> Ok, the final glow patch will probably wait until
> after POV 3.5 is available, I may release an update
> of the particle system patch separately before then.
I still have seen practically no demo animations for your particle system.
As I'm very interested in particle systems and am working on one myself, I'd
be very interested in such demos that show what your particle system is
capable of.
Should anyone be interested in teasers of my own particle system (which
hasn't yet been released as it's not finished yet), a few can be found here
http://rsj.mobilixnet.dk/3d/anims/anims.html
and more can be found in povray.binaries.animations.
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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> > The main things that would have been impossible to do are any glows,
> > particle systems
>
> Well, I'm still working on them! I can only code at a certain rate...
> ;-)
> Ok, the final glow patch will probably wait until after POV 3.5 is
> available, I may release an update of the particle system patch
> separately before then.
Glows - Hurrah!
Particle system - Not something I use.
BTW Chris, when do your holidays end? It's just that I somewhere got the
impression that you only exist on these newsgroups while you're not at
college/university/whatever, and at such time you will vanish once more
into the ether of study and the other stuff you do when not studying ;)
Bye for now,
Jamie.
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In article <MPG.16b14040f05fb8b7989ab2@news.povray.org>,
Jamie Davison <jam### [at] ntlworld com> wrote:
> Particle system - Not something I use.
You probably would find some uses...they are used for things like snow,
flowing water, fire, smoke, steam, etc.
> BTW Chris, when do your holidays end?
Well, I would be going back on the 19th, but I'm not going back to
college next semester. I'll probably end up starting college again next
fall...and at a college with internet access. ;-)
--
--
Christopher James Huff <chr### [at] mac com>
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In article <3c46ef68@news.povray.org>,
"Rune" <run### [at] mobilixnet dk> wrote:
> I still have seen practically no demo animations for your particle system.
I haven't done many, and I seem to be the only one using my patch. I
don't even know where my animations are at the moment...
--
--
Christopher James Huff <chr### [at] mac com>
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"Christopher James Huff" wrote:
> > I still have seen practically no demo animations
> > for your particle system.
>
> I haven't done many, and I seem to be the only one
> using my patch.
Have you considered the possibility of those two facts being closely
related? Patches need to be demonstrated in order to get people interested.
"I have no idea what your patch can do and how well, so why should I use
it?"
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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> > Particle system - Not something I use.
>
> You probably would find some uses...they are used for things like snow,
> flowing water, fire, smoke, steam, etc.
Not unless somebody does a Moray plugin for it :)
> > BTW Chris, when do your holidays end?
>
> Well, I would be going back on the 19th, but I'm not going back to
> college next semester. I'll probably end up starting college again next
> fall...and at a college with internet access. ;-)
Umm... Okaay.
Mind you, you should probably be aware that net access was a main
contributing factor to why I didn't get as good a degree as I possibly
could have. Specifically a 24 hour computer lab in my honours year when
I had a key to the labs...
Bye for now,
Jamie.
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In article <3c47fc3a@news.povray.org>,
"Rune" <run### [at] mobilixnet dk> wrote:
> Have you considered the possibility of those two facts being closely
> related? Patches need to be demonstrated in order to get people interested.
> "I have no idea what your patch can do and how well, so why should I use
> it?"
I have done some demos, mostly images but a few animations...and some of
my other patches get more attention with less of a demonstration. I
think people just aren't as interested in particle systems...
--
--
Christopher James Huff <chr### [at] mac com>
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"Christopher James Huff" wrote:
> I have done some demos, mostly images but a few animations...
> and some of my other patches get more attention with less
> of a demonstration. I think people just aren't as interested
> in particle systems...
Haha, it's very easy to tell that you haven't been reading
povray.binaries.animations for many months. :)
Particle systems has probably been the single most popular and active theme
in that group for a long time with several people working on systems and
lots of people waiting for the releases after having seen lots of cool
animations. I can't think of anything that has gotten more interest than
particle systems.
So my advise is that you read through povray.binaries.animations for the
past months you've been away and then revise the situation. :)
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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"Rune" wrote:
> So my advise is that you read through povray.binaries.animations for the
> past months you've been away and then revise the situation. :)
For a start, here's some message searches - most of the results are related
to particle systems.
http://news.povray.org/search/advanced/?s=JRG&g=povray.binaries.animations&a
=1&p=0
JRG - 6 particle system related threads.
http://news.povray.org/search/advanced/?s=Tim+Nikias&g=povray.binaries.anima
tions&a=1&p=0
Tim Nikias - 9 particle system related threads.
http://news.povray.org/search/advanced/?s=Rune&g=povray.binaries.animations&
a=1&p=0
Rune - 17 particle system related threads.
http://news.povray.org/search/advanced/?s=INVALID_ADDRESS&g=povray.binaries.
animations&a=1&p=0
Fernando - 8 particle system related threads.
http://news.povray.org/search/advanced/?s=Mark+James+Lewin&b=Search&g=povray
.binaries.animations&a=1&p=0
Mark James Lewin - 3 particle system related threads.
I wouldn't call that "no interest". Especially not considering the often
quite high number of responses to those threads.
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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> I have done some demos, mostly images but a few animations...and some of
> my other patches get more attention with less of a demonstration. I
> think people just aren't as interested in particle systems...
On the contrary, there is an immense amount of interest. The only problem is
that we've yet to see a flawless one come out that also works fast, and is
flexible and easy to use. If you can come up with that combination, I assure
you you will see a great deal of response. I've been dying to do waterfalls,
for one thing.
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Christopher James Huff wrote:
> > I think people just aren't as interested in particle systems...
In the case of Megapov Plus, I'm not sure that is the issue. I downloaded the
patch on the strength of a few stills I saw done with it, and really wanted to be
able to use it, as I liked what I saw. The problem is, not being acquainted with
the finer points of particle systems, I found the documentation of the particle
system portion of the patch difficult to follow and impossible to put into
practice. I would have liked to see some demo files and a detailed tutorial
included in the archive, because, as I said, I was really interested in some of
the effects possible with this patch.
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Rune wrote:
> >I wouldn't call that "no interest". Especially not considering the often
> >quite high number of responses to those threads.
In all fairness to Chris, he is the only person I know of working on a particle
system who has actually released his code. It is jaw-dropping to see some of the
stuff people are coming up with, but when do we get to see some source?
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Ditto.
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"Dave Dunn" wrote:
> In all fairness to Chris, he is the only person I
> know of working on a particle system who has actually
> released his code. It is jaw-dropping to see some of
> the stuff people are coming up with, but when do we
> get to see some source?
I guess I have wanted it to be "finished" before I released it. But I'll
look into releasing an early version sooner than planned. Right now I'm
working on my lip synch system though, and I also have some school projects
etc. that take time...
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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Christopher James Huff wrote:
>
> I have done some demos, mostly images but a few animations...and some of
> my other patches get more attention with less of a demonstration. I
> think people just aren't as interested in particle systems...
IIRC you made quite some demo scenes for it (i have 19 files here, but
maybe some are my own) and i also have a 9k text file with documentation.
I think the scenes with inter particle forces do not work, but apart from
that it does not seem to be that bad. If you have time some more detailed
documentation would be good of course.
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 <3c48d92e@news.povray.org>, "Tony[B]" <ben### [at] catholic org>
wrote:
> On the contrary, there is an immense amount of interest. The only problem is
> that we've yet to see a flawless one come out that also works fast, and is
> flexible and easy to use. If you can come up with that combination, I assure
> you you will see a great deal of response. I've been dying to do waterfalls,
> for one thing.
Well, mine isn't flawless, but it works, is pretty versatile, and won't
crash. It should be more than sufficient to do waterfalls. It seems that
the documentation is the main problem...odd, I've never had anyone
complain about it before. My feedback on this patch has been about 3
e-mails: two asking about the demo files that didn't work, and one
suggesting support for features that could already be done.
--
--
Christopher James Huff <chr### [at] mac com>
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In article <3c48bf59@news.povray.org>,
"Rune" <run### [at] mobilixnet dk> wrote:
> Haha, it's very easy to tell that you haven't been reading
> povray.binaries.animations for many months. :)
I haven't even re-subscribed to it...
> Particle systems has probably been the single most popular and active theme
> in that group for a long time with several people working on systems and
> lots of people waiting for the releases after having seen lots of cool
> animations. I can't think of anything that has gotten more interest than
> particle systems.
I'll have to check it out.
BTW, CSDL should be useful for particle systems...it should run them
much faster than POV script, and the library for outputting POV code is
coming along nicely. The main thing keeping me from releasing an early
alpha later today is the question of licensing...
--
--
Christopher James Huff <chr### [at] mac com>
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In article <3C48DC7C.F4182B1A@aol.com>, Dave Dunn <poi### [at] aol com>
wrote:
> In the case of Megapov Plus, I'm not sure that is the issue. I
> downloaded the patch on the strength of a few stills I saw done with
> it, and really wanted to be able to use it, as I liked what I saw.
> The problem is, not being acquainted with the finer points of
> particle systems, I found the documentation of the particle system
> portion of the patch difficult to follow and impossible to put into
> practice. I would have liked to see some demo files and a detailed
> tutorial included in the archive, because, as I said, I was really
> interested in some of the effects possible with this patch.
Ok, more demo files and some step-by-step tutorials...I'll put that on
my list. I'm going to need a break from CSDL anyway...
--
--
Christopher James Huff <chr### [at] mac com>
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I've just posted one of your demo scenes to p.b.a.
How can I make the particles interact with moving objects?
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
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In article <3c4a9331$1@news.povray.org>, "JRG" <jrg### [at] hotmail com>
wrote:
> I've just posted one of your demo scenes to p.b.a.
I'll take a look.
> How can I make the particles interact with moving objects?
This isn't implemented yet. There isn't really a good way to specify
motion in current versions of POV, since all the calculations are done
by the parsing engine. One of the things I was trying was "dynamic
transforms", you would specify a series of transformations and it would
interpolate between them based on a time value. These would be useful
for other animations as well...the patch actually seemed to work, but
used linear interpolation, so you needed a large number of "keypoints"
for good motion. I haven't done much with my patches lately...
One of the things I've been thinking of doing would be to turn the
particle_system into a physics_system, with particles, string, cloth,
and solid objects, all interacting with each other. This would probably
require the tesselation patch to help approximate the forces on the
objects...the object that interacts with the other things in the system
would be an automatically generated mesh, but the object that gets
rendered would be a "doppelganger" object that matches the mesh's
orientation and position. However, it is unlikely that I'll do more
development until POV 3.5 is out.
--
--
Christopher James Huff <chr### [at] mac com>
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Don't you think it would much easier a particle system integrated with persistent
variables in animation? Apart from the gain in parsing time, it would allow a first
approximative interaction of the particle with moving environments.
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
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In article <3c4b125b@news.povray.org>, "JRG" <jrg### [at] hotmail com>
wrote:
> Don't you think it would much easier a particle system integrated
> with persistent variables in animation? Apart from the gain in
> parsing time, it would allow a first approximative interaction of the
> particle with moving environments.
I'm not sure what you are saying, but my particle system was designed
for use with persistent variables, so it wouldn't have to recalculate
from the beginning for each frame.
The problem is that the objects in the particle_system environment are
also persistent, I need to add code to remove them on demand, so the
scene file can place updated ones in. And even if I do that, the objects
are a series of still objects...a particle bouncing off a moving box
shouldn't bounce at the same angle as one bouncing from a still box. The
dynamic transforms and interactive objects will have to do for that...
--
--
Christopher James Huff <chr### [at] mac com>
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Ah. I assume I should have put persistent_variables = true on my ini file in order to
get the effect I wanted. I just tried to rotate the central box (very slowly, to
avoid the problem you've just mentioned), but every frame looked like the simulation
had been restarted with the box being differently rotated. Thus, what I got was
really weird. I'll re-try later.
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
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"JRG" <jrg### [at] hotmail com> ha scritto nel messaggio news:3c4b191a@news.povray.org...
> Ah. I assume I should have put persistent_variables = true on my ini file in order
to
> get the effect I wanted. I just tried to rotate the central box (very slowly, to
> avoid the problem you've just mentioned), but every frame looked like the
simulation
> had been restarted with the box being differently rotated. Thus, what I got was
> really weird. I'll re-try later.
No wait. I just re-read your post: are you saying I cannot give the environment
clock-dependant tranformations?
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
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In article <3c4b19f4$1@news.povray.org>, "JRG" <jrg### [at] hotmail com>
wrote:
> No wait. I just re-read your post: are you saying I cannot give the
> environment clock-dependant tranformations?
That's what I've been saying. Transformations are done at parse time,
the particle system has no idea how they are changing. As far as the
particle systems are concerned, the objects only have position, their
velocity is zero. The whole point of my dynamic_transform patch is to
make clock-dependant transforms.
--
--
Christopher James Huff <chr### [at] mac com>
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