POV-Ray : Newsgroups : povray.general : waterman polyhedra, POVRay and VRML Server Time
16 Nov 2024 03:24:09 EST (-0500)
  waterman polyhedra, POVRay and VRML (Message 1 to 3 of 3)  
From: Paul Bourke
Subject: waterman polyhedra, POVRay and VRML
Date: 12 Apr 2004 01:34:12
Message: <pdb_NOSPAM-D17061.15341112042004@news.povray.org>
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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From: ingo
Subject: Re: waterman polyhedra, POVRay and VRML
Date: 12 Apr 2004 05:05:31
Message: <Xns94C970D4B779Eseed7@news.povray.org>
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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From: Florian Brucker
Subject: Re: waterman polyhedra, POVRay and VRML
Date: 12 Apr 2004 05:44:34
Message: <407a6502$1@news.povray.org>
> 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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