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> Anyway, it makes for a good rule of thumb - "always slice meshes parallel to the
> texture gradient". :)
Well said ! :)
> Matlab probably has a lot of routines that allow the user to manipulate
> arbitrary data in ways that POV-Ray currently cannot. Data that has no equation
> that it's derived from. Random points, measurement data, statistics, etc.
Yes, this is the case when we can pass data, not formulas and POV will do the
rest.
> Also, I'm curious as to what a VERY large "3D" thing would look like in MatLab -
> something that extends deep into the screen.
I have experience working with Point Cloud toolbox and it was a sad experience -
works too slow, visualization is poor.
> One final thing that most might not consider as a pertinent issue:
> ...
> Laugh all you want, but... I'll start working on that tin-foil texture.
Not so funny as it could be at least 10 years ago :(. I thought about all this
things before start sticking to ML, and know that there is some risk here.
This is the reason, why I am prefer R for some of my projects and trying to
separate SDL code from ML as much as possible for easely porting it to R in
future, using the same *.inc called from different language.
> When most everything is worked out and running, it probably won't be that big of
> a deal, but for debugging sanity, it might be worth putting labeled axes in the
> scene, and defining the transform matrix at the top of the scene, with a few
> lines of comments describing exactly what it does and why it's there.
You are right - accepted )
--
YB
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> https://www.dimensions-math.org/
> https://www.chaos-math.org/en.html
>
> I've made a few animations before - but an entire 2 hours done with nothing but
> POV-Ray :O
Very well done, taking into account time spent and number of tools used.
This is very close to thing I am planning to implement with POV-Lab.
> Very cool. You should check out Inigo Quilez of Shadertoy on YouTube and
> Martijn Steinrucker (YT; Art of Code) - they both do some amazing graphics and
> animation work starting from almost nothing.
Thanks, Martijn Steinrucker - I know this guy !
He inspired me to make this experiments with shaders and camera (must have for
this site):
https://virtualkiln.ru/
And now I am getting back to coding. )
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"yesbird" <nomail@nomail> wrote:
> Please keep me informed, I would like to see even intermediate results.
Nice archive - I might see about playing with some of the fundamental shapes and
styles to see if I can make macros for some YesObjects :)
But for the moment, here's just a simple doodle.
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Attachments:
Download 'coffeecup.png' (153 KB)
Preview of image 'coffeecup.png'

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Le 2023-02-04 à 14:17, Bald Eagle a écrit :
> "yesbird" <nomail@nomail> wrote:
>
>> Please keep me informed, I would like to see even intermediate results.
>
> Nice archive - I might see about playing with some of the fundamental shapes and
> styles to see if I can make macros for some YesObjects :)
>
> But for the moment, here's just a simple doodle.
>
That «yes» bring back memories of the late 60's and 70's...
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> But for the moment, here's just a simple doodle.
Good for the start :)
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May be you will like attached font, downloaded from https://www.fonts101.com
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Attachments:
Download 'classic-yes-font.ttf.dat' (21 KB)
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This one )
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Attachments:
Download 'temp_tests.png' (42 KB)
Preview of image 'temp_tests.png'

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"yesbird" <nomail@nomail> wrote:
> This one )
Nice.
You of course need to apply an --- Edge detection filter to that. ;)
Or ... something close to one. :D
- BE
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"Bald Eagle" <cre### [at] netscape net> wrote:
>
> I've made a few animations before - but an entire 2 hours done with nothing but
> POV-Ray :O
>
Final_Frame=172800
cylinder{-1*y,1*y,0.2 rotate frame_number*5*z
pigment{rgb 1}
}
Two hours of thrills! Even more exciting than AVATAR! :-D
BTW, I still have my original copy of Roger Dean's VIEWS art book, from 1975.
Cherished!
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> Two hours of thrills! Even more exciting than AVATAR! :-D
Thanks, I will try this tonight :).
>
> BTW, I still have my original copy of Roger Dean's VIEWS art book, from 1975.
> Cherished!
You are a lucky man, this is fundamental work for me.
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