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Would it be a big problem to allow syntax :
#macro finWater1 reflection { .01 .2 } #end
finish { finWater1 }
instead of finish { finWater1() }
this is a small change [probably] and shorten syntax is more comfortable
btw. this will make pov macros act more like C preprocesor macros
--
#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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"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote in
news:Xns### [at] 204213191226
> Would it be a big problem to allow syntax :
[...]
and another request, in connection with previous post - keyword ignore
that can be added to any object. It will 'kill' the object.
Why ?
Simple - it's very usefull while i.e. 'debugging' scene - if I have object
long at 100 lines like :
difference { ... union { ... } merge { ... union { ... }
...
ignore
}
addning / removing "ignore" is much faster then commenting all 100 lines or
putting them into #if (0) ... #end
Why connection with no "()" macros ? because creating ignore keyword can be
done in POV already :
#macro ignore() translate 1e50 #end
(this will work for most objects)
But it must be used as :
object { ... ignore() } instead of :
object { ... ignore }
(without no-()-macros syntax)
--
#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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If you have such problems you should perhaps think about changing the way
you write your scenes and not about changing POV-Ray. One way would for
example be to declare your big objects in include files.
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I dont like this suggestion because it makes the code less readable.
You cant tell from finish{finWater1} if it is a declared finish or a macro.
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"Simon Adameit" <gom### [at] gmxde> wrote in news:3d9abfa1@news.povray.org
> If you have such problems you should perhaps think about changing the way
> you write your scenes and not about changing POV-Ray. One way would for
> example be to declare your big objects in include files.
This is a good idea, and I do it already.
But, You have such big objct, (already in .inc file) like :
union { // my space ship - part of BIG scene
difference {
merge { // 30 lines... hull // }
union {
union { // 10 lines - hole for missiles }
union {
// 30 lines - hole for gun
}
union {
// 30 lines - random spheres - damage from bullets
}
}
}
object { #include "my_gun.inc" }
}
and You want fastly check how ship would like without random spheres
damage.
This future isn't something realy important, it's just to have more
comfortable syntax :) And it's look quite easy to code. Currently i'm happy
with this ignore macro, but maybe keyword would be better ?
I.e. it is needed with infinite objects.
--
#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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"Simon Adameit" <gom### [at] gmxde> wrote in news:3d9ac09e@news.povray.org
> I dont like this suggestion because it makes the code less readable.
same as using variables named 'a' 'd' 'asd' instead of shipSize, gunRadius
etc... :) it's up to user how he would use tool.
> You cant tell from finish{finWater1} if it is a declared finish or a
> macro.
macro is for users that use already finWater1() to have shorten syntax then
finish{finWater1}. It realy matter if scene have i.e. 100 objects placed
manualy (without loops / editors / etc)
--
#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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"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote in
news:Xns### [at] 204213191226
>> You cant tell from finish{finWater1} if it is a declared finish or a
>> macro.
> macro is for users that use already finWater1() to have shorten syntax
> then finish{finWater1}. It realy matter if scene have i.e. 100 objects
> placed manualy (without loops / editors / etc)
best exaple - if each of objects have realy complex textures - with many
layers, and some layers use material maps, or color maps
color_map {
[0.0 colEye]
[0.1 colEye]
[0.11 colSkin]
[0.5 colSkin]
[1.0 colBlood]
}
// -----------
color_map {
[0.0 color rgbft colEye]
[0.1 color rgbft colEye]
[0.11 color rgbft colSkin]
[0.5 color rgbft colSkin]
[1.0 color rgbft colBlood]
}
--
#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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"Rafal 'Raf256' Maj" wrote:
> This future isn't something realy important, it's just to have more
> comfortable syntax :) And it's look quite easy to code. Currently i'm
happy
> with this ignore macro, but maybe keyword would be better ?
> I.e. it is needed with infinite objects.
>
For infinite objects you could make macro like this:
#macro _()
#declare _a213_9xyio0_23sd_f=
#end
It would be used this way:
_()object{....100 lines of csg}
But I prefer to write my scenes in a way so that such problems dont occur.
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"Rafal 'Raf256' Maj" wrote:
> best exaple - if each of objects have realy complex textures - with many
> layers, and some layers use material maps, or color maps
>
> color_map {
> [0.0 colEye]
> [0.1 colEye]
> [0.11 colSkin]
> [0.5 colSkin]
> [1.0 colBlood]
> }
I dont see why one would want to use macros anyway in such a case.
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"Simon Adameit" <gom### [at] gmxde> wrote in news:3d9ac7db@news.povray.org
> For infinite objects you could make macro like this:
> #macro _()
> #declare _a213_9xyio0_23sd_f=
> #end
> _()object{....100 lines of csg}
thanks :)
> But I prefer to write my scenes in a way so that such problems dont
> occur.
it's not a problem - ofcourse it is only needed in writting state, final
version doesn't need it
--
#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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