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For those with an interest in polyhedra, have look at my online
generator of Waterman polyhedra.
http://astronomy.swin.edu.au/~pbourke/polyhedra/waterman/gen/
While it creates "plain" vrml models it also creates POVRay models,
POVRay was used for the small samples on that page.
Actually I'd like any constructive comments on "good style" when
it comes to how one should export geometry in the POVRay format....
treading the line between making scene that render as is but also
easy to modify by a more proficient user.
--
Paul Bourke
pdb_NOSPAMswin.edu.au
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in news:pdb_NOSPAM-D17061.15341112042004@news.povray.org Paul Bourke
wrote:
> Actually I'd like any constructive comments on "good style" when
> it comes to how one should export geometry in the POVRay format....
Don't know about "good style", but I prefer a simpler camera setup. Also
it makes sure the object doesnt get deformed when you change the ration of
the image:
camera {
location VP
look_at <0,0,0>
right x*image_width/image_height
angle 60
}
Ingo
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> Actually I'd like any constructive comments on "good style" when
> it comes to how one should export geometry in the POVRay format....
> treading the line between making scene that render as is but also
> easy to modify by a more proficient user.
Just had a quick look at the default output scene. IMHO it would be
better if you'd handle textures, object postitions, etc. in arrays and
use a while-loop to create them afterwards. Like
#local SphereCenters = array[4];
#local SphereCenters[0] = <0,3,2>;
//etc.
#local a = 0;
#while (a<4)
sphere { SphereCenters[a], MyRadius }
#local a = a + 1;
#end
You could even use array initializers like
#local SphereCenters = array[4] {<8,5,2>, <2,5,2>, <9,0,1>, <0,2,3> }
This would make the code shorter, easier to edit (because you would have
to change only the object declarations in the loops once, and not for
each object). Additionally, it would not make the code more complex or
harder to understand, IMHO.
HTH,
Florian
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