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On 17 Sep 2001 18:05:53 -0400, Matt Savard <msa### [at] rain org> 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?
>
>matt
I guess I code 100% by hand. I say "I guess" because sometimes I
write .pov code that in turn creates more .pov code. I'm not sure
if I can call that "by hand" anymore. Maybe I should say "by
program"???
Pete
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Chris Cason wrote:
>
> "Matthew Walton" <mat### [at] alledora co uk> wrote in message
news:3BA### [at] alledora co uk...
>
> > 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.
>
> Funnily enough, I had the exact same experience. UED is the only modeller I
> have ever enjoyed using (apart from the bugs :).
I was pretty happy with POV-Cad but was dissapointed when development
stopped with support at POV-Ray 2.2.
--
Ken Tyler
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"Matt Savard" <msa### [at] rain org> wrote in message
news:Xns### [at] 204 213 191 226...
> 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 do it both ways, usually in the same scene. Whether I spend more time on one
way versus the other depends on what I'm doing at the time. Very often I end up
using a paint program (PSP) as a height_field modeler, which means I have to
spend quite some time coding so POV will use the images the way I intended.
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"nospam" wrote:
> I guess I code 100% by hand. I say "I guess" because sometimes I
> write .pov code that in turn creates more .pov code. I'm not sure
> if I can call that "by hand" anymore. Maybe I should say "by
> program"???
I do that too. I call it "by hand".
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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Mostly CAD-models from ArchiCAD & some pieces of Amapi, Moray and others.
The editing of the lights & cams & the if/then structures by hand.
--- stefkeB ---
"Matt Savard" <msa### [at] rain org> wrote in message
news:Xns### [at] 204 213 191 226...
> 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
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On Tue, 18 Sep 2001 20:56:40 -0400, Francois Labreque
<fla### [at] videotron ca> wrote:
>I've used others' include files as well. But I have yet to find a
>modeler I liked.
>
>And that's after using CATIA for three years...
If only I had access to CATIA and a suitable converter...
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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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?
>
> matt
IMHO, the biggest mistake you can make is trying to pick just ONE
method of scene generation, as though you'll ever find a perfect
technique that makes all else obsolete. I myself have been learning
to incorporate Moray for general scene building, Poser for people and
animals, Rhino for free form shapes, Leveller for landscapes, and
of course, hand coding for anything that either can't be done in
a modeller (they're always a step behind the latest release) or
can't easily be done (like algorythmic or programmatic arrays of
scene elements).
The trouble is that in most cases, a specialty modeller is only
really good at its specialty. One of the killer power points about
POV-Ray is the sizable array of different modellers which can be
adapted to use with POV (proof positive that the POV-Team
chose wisely in not annexing an "official" modeller to the the
rendering engine and thereby discouraging third party innovation),
and I feel anyone who restricts themselves to not using them is
missing out on this powerful advantage of POVRay.
At one time there was a popular predjudice (and may still be, I
don't listen to such silly whispers as I used to) that if you
didn't hand code your scenes, you weren't as technically proficient
as those who did. Well, frankly, working with numerous packages,
one of the first things I've learned is each package has a separate
learning curve, so I really have to say, I have humbly set aside
this predjudice myself, and today strive to learn to incorporate
as many input sources as I can half master in my meager hobbiest
state.
(Blast, did you know putting in your two cents worth now costs a
quarter? This inflation is extraordinary! <g>)
-
Cheers,
Charles
----
The Silver Tome :: http://www.silvertome.com
0x06: I am NOT a RESOURCE. I am a free man!!
0x02: Aaaahahahahahahaha...
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"Matt Savard" <msa### [at] rain org> wrote in message
news:Xns### [at] 204 213 191 226...
> 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?
>
Mostly hand coding, Rhino sometimes, Leveller and Paint Shop Pro for
height fields and the occational specialised utility (eg clothsim)
Gail
*************************************************************************
* gsh### [at] monotix co za * Step into the abyss, *
* http://www.rucus.ru.ac.za/~gail/ * and let go. Babylon 5 *
*************************************************************************
* Just think of me as the storm before the calm Magic: The Gathering*
*************************************************************************
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I tried Moray once, but never liked it and since then have always
hand-coded.
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Mahalis wrote:
> I tried Moray once, but never liked it and since then have always
> hand-coded.
From the last poll, I think most people here are diehard handcoders.
--
/*Francois Labreque*/#local a=x+y;#local b=x+a;#local c=a+b;#macro P(F//
/* flabreque */L)polygon{5,F,F+z,L+z,L,F pigment{rgb 9}}#end union
/* @ */{P(0,a)P(a,b)P(b,c)P(2*a,2*b)P(2*b,b+c)P(b+c,<2,3>)
/* videotron.ca */}camera{location<6,1.25,-6>look_at a orthographic}
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