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I've been playing with 3.5 and lurking in the groups now for a couple
weeks, and I've seen MLPOV mentioned several times now. Could
someone enlighten me as to what this is? Is it similar to what Mega
POV was to 3.1?
Thank you, miker
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"ZSpider" <zsp### [at] gtenet> wrote in news:3e0db80c@news.povray.org
> I've been playing with 3.5 and lurking in the groups now for a couple
> weeks, and I've seen MLPOV mentioned several times now. Could
> someone enlighten me as to what this is? Is it similar to what Mega
> POV was to 3.1?
It's a nice path basing on Pov 3.5, type in Googles - MLPOV download.
Little shame that help is in Italian, but it's easy to quess using sample
scenes included.
Btw. how about combining MLPOV and SlimePov ?
SlimePov AFAIR contained fixes for heightfield, noise generatro and
shadowline.
Abd I would also love to see blob path included (smoother version)
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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In article <Xns### [at] 204213191226>,
"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote:
> Abd I would also love to see blob path included (smoother version)
The word is "patch", not "path".
And I think you misunderstood those discussions...the blob patches were
fixes of bugs, the smooth "blobs" were isosurface functions that
theoretically could be written into the blob code, but not easily. A
different blob primitive is a possibility, it is one of my projects, but
doesn't exist yet.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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Rafal 'Raf256' Maj wrote:
> It's a nice path basing on Pov 3.5, type in Googles - MLPOV download.
> Little shame that help is in Italian, but it's easy to quess using sample
> scenes included.
You don't even have to google. just check povray.unofficial.patches for the
official announcement from Mael (or, here's the actual link
http://195.221.122.126/mlpov_en.html ). Also I thought the documentation was
in French, not 100% sure though and anyway I'm getting off-topic here.
--
-Jide
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================================================================
Translated by Google Language Tools and reviewed by Jim Julian
================================================================
Documentation MLpov 0.81
--------------------------------------------------------------------------------
Table of Contents
1. Information
2. AOI (Angle of Incidence)-This pattern turns over a value ranging between
0
and 1 following the angle between the normal (normal disturbed) of an
object
and, at the choice, a vector "not fixes - point of intersection" or the ray
of
sight.
3. Projection - Description new a pattern. Hmm, not easy to describe..
4. Shadow_pigment - This patch adds a parameter to a light: a pigment for
the
shades which it projects.
5. Bokeh_pigment - *This patch modifies the calculation of focal the blur
6. Synthese - This patch allows the creation of a new image of texture
starting
from a sample.
7. HDR (High Dynamic Range)- Related to the Architectural renderer,
Radiance-J.)
8. Finish maps - This patch makes it possible to specify a function instead
of
a float or of a color for the parameters finish of a texture.
9. Corrections - 9.1. Bicubic
a patch of Massimo Valentini. File pov example: bicubic.pov
9.2. Superllipsoid
a patch of Massimo Valentini.File pov example: superllipsoid.pov
9.3. Normal Copy accuracy
a patch of John Haggerty. File pov example: accuracy.pov 9.4. Copy flag a
patch of Massimo Valentini.
9.5. Spline and function
a patch of Thorsten Froehlich. File pov example: spline.pov
9.6. Julia
a patch of Massimo Valentini. File pov example: julia.pov
9.7. Sphere_sweep
a patch of Massimo Valentini. File pov example: sphere_sweep.pov
9.8. Aspect ratio
A patch of Anders K
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Rafal 'Raf256' Maj wrote:
>Little shame that help is in Italian,
he he... nope that's French.
--
Jonathan.
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Christopher James Huff <chr### [at] maccom> wrote in news:chrishuff-
8E5### [at] netplexaussieorg
> the smooth "blobs" were isosurface functions
What "best" (smoothest) formula for blob did You finaly discover? Is it
formula basing on pow(threshold,fun(x,y,z)) as in help (isosurface
tutorial) or something more complex?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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In article <Xns### [at] 204213191226>,
"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote:
> What "best" (smoothest) formula for blob did You finaly discover? Is it
> formula basing on pow(threshold,fun(x,y,z)) as in help (isosurface
> tutorial) or something more complex?
http://news.povray.org/povray.advanced-users/28049/
http://news.povray.org/povray.binaries.images/28197/
http://news.povray.org/povray.binaries.images/28102/
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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