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"GioSeregni" <gms### [at] hotmail com> wrote:
> This is my old version ... I'm improving it, but soon
> Of course anyone can do better as a definition of sun sky light reflections
> etc.. this is my way
> BR
> G.
How about a bit of worksharing?
You look for your code for several cars or even people and make it executable,
I clean up the code and make it variable (change colors)?
My offer.
Ma
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"Maetes" <nomail@nomail> wrote:
> "GioSeregni" <gms### [at] hotmail com> wrote:
> > This is my old version ... I'm improving it, but soon
> > Of course anyone can do better as a definition of sun sky light reflections
> > etc.. this is my way
> > BR
> > G.
>
> How about a bit of worksharing?
> You look for your code for several cars or even people and make it executable,
> I clean up the code and make it variable (change colors)?
>
> My offer.
>
> Ma
Sure, of course!
Everything can be improved this is the first version,
I am also working to lighten with boolean operations and solids, and smooth
triangles where it is better!
I will now continue to post first versions because I know for sure that they do
not have errors...
thanks!
BR.
G.
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What am I actually doing here ...
it's such a beautiful day, and I'm sitting at my desk.
My First Test Environment and the Clean Up Code.
Version 1
Gr
Ma
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Attachments:
Download 'seregni-1.zip' (302 KB)
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Preview
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Attachments:
Download 'test_big_00.png' (867 KB)
Preview of image 'test_big_00.png'

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hi,
"Maetes" <nomail@nomail> wrote:
> What am I actually doing here ...
> it's such a beautiful day, and I'm sitting at my desk.
time spent well, looking at the follow-up :-), I hope to get a little "play
time" for these tonight. thanking both you and Gio.
regards, jr.
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"jr" <cre### [at] gmail com> wrote:
> ... "play time" ...
all works nice under beta.2, again, thank you both. but.. </grin>
I tried the code with WFP's yuqk branch/fork and got problems.
Gio's code takes advantage of "lax parsing" (in the POV-Rays) where WFP has
"tightened up" the parser, ie 'reflection'.
Maetes cleaned that up, but his code hits a problem in another area, "fog",
aptly enough :-). I think (from the documentation) that is a "work in progress"
area in yuqk, and so may be of interest to the author too.
I've pasted the respective error messages below.
regards, jr.
-----%<-----
File 'FURGONE.inc' line 2:
Parse Error:
Old reflection syntax no longer supported. (As in 'reflection 1.0')
Use block syntax as in 'reflection {1.0}' for single value specification.
Or, say, 'reflection {0.05 1.0}' a variable reflection specification.
Fatal error in parser: Cannot parse input.
-----%<-----
File 'seregni_examples_stuff.inc' line 60:
Possible Parse Error:
Unmatched {
File 'seregni_examples_stuff.inc' line 61:
Parse Error:
No matching }, undeclared identifier 'fog_type'. found instead
Fatal error in parser: Cannot parse input.
-----%<-----
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jp, I'm disappointed.
As an advanced povrayer, you should be able to find and delete the fog part:)
I've done it for you.
Below a new zip with littlebit more test, but it has also become very messy.
Among other things, I have made the various meshes hideable so that various
parts can be identified. Unfortunately, the wheels are spread over 3 different
meshes and mixed with others parts :(
Have fun,
M
PS:
Where is the next car?
:=)
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Attachments:
Download 'seregni-2.zip' (302 KB)
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"Maetes" <nomail@nomail> wrote:
> jp, I'm disappointed.
jr, sorry, small typo.
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"Maetes" <nomail@nomail> wrote:
> "Maetes" <nomail@nomail> wrote:
> > jp, I'm disappointed.
>
> jr, sorry, small typo.
Thanks to all!
Also thanks for the experiments done on the file I originally posted which can
also help us in future versions after 3.7
It is appreciated to intervene with modifications, also because I dedicate
myself mainly to meshes and volumes.
The next car is coming, but first, for a matter of my order, I post the worker
who owns the first car LOL
I hope is right in English "delivery man" :)
This is also the first version I'm working on using smooth, which is not ready
yet.
I think it works well but I would like to find a way to adjust its effect based
on the consistency of the surfaces.
It's a simple mesh anyway, but already suitable for not too close shots
BR!
G.
NB 3 files, the "main", the include, and a fast png preview
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Attachments:
Download 'facchino.zip' (93 KB)
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hi,
"Maetes" <nomail@nomail> wrote:
> jp, I'm disappointed.
> ...
> Below a new zip with littlebit more test, but it has also become very messy.
> Among other things, I have made the various meshes hideable so that various
> parts can be identified. Unfortunately, the wheels are spread over 3 different
> meshes and mixed with others parts :(
thanks, hope (aim !) to get a look at the update in the coming days.
re typo, looks like I did alright, had it gone "the other way", I'd have been
reduced to a mere file extension. </grin>
> PS:
> Where is the next car?
> :=)
@Gio:
> The next car is coming, but first, for a matter of my order,
> I post the worker who owns the first car LOL
cheers, will try and keep an eye "on developments".
regards, jr.
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