![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
I'm a newbe to POV and have lots of fun learning it. My question is
this: The SOR object don't want to close at the ends.Is this a bug? I
made a simple object. At some angles the top seems close.Then just
moving the camera a little it opens up. I realy like one test where half
the hole shadows like closed and you could still see the hole.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
'sor' and 'lathe' can be particular about their closing ends, basically
the idea is to kind of double-up on the end points (also make sure an
'open' keyword isn't in there) and using sturm might help in some cases
too.
Example:
sor { 5 //change to 4 and comment out last <0,1> to see unclosed effect
<0,0>
<0.2,0.3>
<0.6,0.7>
<0,1>
<0,1> //here's the jist of it
//sturm //open
pigment {rgb 1}
rotate -30*x //30*x to see underside
}
// 4 X 3 window and white pointlight at camera position
#declare LCX = 0.0
#declare LCY = 0.0
#declare LCZ = -10.0 // (-6.32 = 4x3 view at <0,0,0> with angle 36)
light_source { <LCX,LCY,LCZ> color rgb <1.5,1.5,1.5>
}
camera
{
location <LCX,LCY,LCZ>
angle 22.5 // angle 67 = direction 1
look_at <0, 0, 0>
}
Leroy Whetstone wrote:
>
> I'm a newbe to POV and have lots of fun learning it. My question is
> this: The SOR object don't want to close at the ends.Is this a bug? I
> made a simple object. At some angles the top seems close.Then just
> moving the camera a little it opens up. I realy like one test where half
> the hole shadows like closed and you could still see the hole.
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
mailto:inv### [at] aol com?PoV
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Thanks that helped! My documentation (ms-dos vertion) says OPEN would remove
the end CAPS .But
with you help I found that open only affects the lower end and you have to
close the high end yourself.
Even so 'sturm' has to be use on some complicated objects.
Here what I think is the basic setup.
sor { 5
<0,0>// p1 slope for p2 & p3
<0.2,0.3>// p2 without open this will be close to point <0,.3>
<0.6,0.7>// p3
<0,1>// p4 this is the point that you have to close yourself
<0,1> // p5 this is the last slope and effects p4 and p3
//sturm //open
pigment {rgb 1}
}
Bob Hughes wrote:
> 'sor' and 'lathe' can be particular about their closing ends, basically
> the idea is to kind of double-up on the end points (also make sure an
> 'open' keyword isn't in there) and using sturm might help in some cases
> too.
> Example:
> sor { 5 //change to 4 and comment out last <0,1> to see unclosed effect
> <0,0>
> <0.2,0.3>
> <0.6,0.7>
> <0,1>
> <0,1> //here's the jist of it
> //sturm //open
> pigment {rgb 1}
> rotate -30*x //30*x to see underside
> }
>
> // 4 X 3 window and white pointlight at camera position
> #declare LCX = 0.0
> #declare LCY = 0.0
> #declare LCZ = -10.0 // (-6.32 = 4x3 view at <0,0,0> with angle 36)
>
> light_source { <LCX,LCY,LCZ> color rgb <1.5,1.5,1.5>
> }
> camera
> {
> location <LCX,LCY,LCZ>
> angle 22.5 // angle 67 = direction 1
> look_at <0, 0, 0>
> }
>
> Leroy Whetstone wrote:
> >
> > I'm a newbe to POV and have lots of fun learning it. My question is
> > this: The SOR object don't want to close at the ends.Is this a bug? I
> > made a simple object. At some angles the top seems close.Then just
> > moving the camera a little it opens up. I realy like one test where half
> > the hole shadows like closed and you could still see the hole.
>
> --
> omniVERSE: beyond the universe
> http://members.aol.com/inversez/POVring.htm
> mailto:inv### [at] aol com?PoV
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Correct! You learn fast I see. I just never can remember it all without
looking back at the DOC all the time. Version 3.1d has improved upon the
speed of these sor and lathe primitives greatly too. However I don't
know if they still cause a fatal error on occasion if the shape is not
conformable enough to what POV-Ray wants to do. Sturm may help when it
works halfway right but there are times the shape is just too wrong to
render apparently. Like I say though, it might be better than before.
Leroy Whetstone wrote:
>
> Thanks that helped! My documentation (ms-dos vertion) says OPEN would remove
> the end CAPS .But
> with you help I found that open only affects the lower end and you have to
> close the high end yourself.
> Even so 'sturm' has to be use on some complicated objects.
> Here what I think is the basic setup.
> sor { 5
> <0,0>// p1 slope for p2 & p3
> <0.2,0.3>// p2 without open this will be close to point <0,.3>
> <0.6,0.7>// p3
> <0,1>// p4 this is the point that you have to close yourself
> <0,1> // p5 this is the last slope and effects p4 and p3
> //sturm //open
> pigment {rgb 1}
> }
>
> Bob Hughes wrote:
>
> > 'sor' and 'lathe' can be particular about their closing ends, basically
> > the idea is to kind of double-up on the end points (also make sure an
> > 'open' keyword isn't in there) and using sturm might help in some cases
> > too.
> > Example:
> > sor { 5 //change to 4 and comment out last <0,1> to see unclosed effect
> > <0,0>
> > <0.2,0.3>
> > <0.6,0.7>
> > <0,1>
> > <0,1> //here's the jist of it
> > //sturm //open
> > pigment {rgb 1}
> > rotate -30*x //30*x to see underside
> > }
> >
> > // 4 X 3 window and white pointlight at camera position
> > #declare LCX = 0.0
> > #declare LCY = 0.0
> > #declare LCZ = -10.0 // (-6.32 = 4x3 view at <0,0,0> with angle 36)
> >
> > light_source { <LCX,LCY,LCZ> color rgb <1.5,1.5,1.5>
> > }
> > camera
> > {
> > location <LCX,LCY,LCZ>
> > angle 22.5 // angle 67 = direction 1
> > look_at <0, 0, 0>
> > }
> >
> > Leroy Whetstone wrote:
> > >
> > > I'm a newbe to POV and have lots of fun learning it. My question is
> > > this: The SOR object don't want to close at the ends.Is this a bug? I
> > > made a simple object. At some angles the top seems close.Then just
> > > moving the camera a little it opens up. I realy like one test where half
> > > the hole shadows like closed and you could still see the hole.
> >
> > --
> > omniVERSE: beyond the universe
> > http://members.aol.com/inversez/POVring.htm
> > mailto:inv### [at] aol com?PoV
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
mailto:inv### [at] aol com?PoV
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
I have version 3.1d I think. If the d stands fo DOS. I know what you mean about
having to go back to DOC .There's a lot to POV. I spend more time there than
anywhere. So I took the DOC apart stored it in a relative file and wrote a Qbasic
program to access it.I also made a front end to POV so I could veiw and edit the
files that came with it. I'm also working on a qbasic program that will help do
SOR, Lathe,and Prizm.
As for the speed (I have 133 HZ) SOR is quick. That's how I was able to figure it
out so soon. A simple pitcure takes about a minute or less(more if sturm is used).
One thing I found out, if your points for the SOR are to far apart the slope of
the lines can cut the object in half. And I haven't had a fatal error yet!
Bob Hughes wrote:
> Correct! You learn fast I see. I just never can remember it all without
> looking back at the DOC all the time. Version 3.1d has improved upon the
> speed of these sor and lathe primitives greatly too. However I don't
> know if they still cause a fatal error on occasion if the shape is not
> conformable enough to what POV-Ray wants to do. Sturm may help when it
> works halfway right but there are times the shape is just too wrong to
> render apparently. Like I say though, it might be better than before.
>
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
You must be a DOS die-hard. I used DOS and GW-Basic, QBasic, a lot up
until Win95. Since then it has faded out in my case. The sor, lathe,
prism utility sounds interesting. Wish you success with it.
Leroy Whetstone wrote:
>
> I have version 3.1d I think. If the d stands fo DOS. I know what you mean about
> having to go back to DOC .There's a lot to POV. I spend more time there than
> anywhere. So I took the DOC apart stored it in a relative file and wrote a Qbasic
> program to access it.I also made a front end to POV so I could veiw and edit the
> files that came with it. I'm also working on a qbasic program that will help do
> SOR, Lathe,and Prizm.
> As for the speed (I have 133 HZ) SOR is quick. That's how I was able to figure it
> out so soon. A simple pitcure takes about a minute or less(more if sturm is used).
> One thing I found out, if your points for the SOR are to far apart the slope of
> the lines can cut the object in half. And I haven't had a fatal error yet!
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
mailto:inv### [at] aol com?PoV
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |