![](/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) |
> At this point with the modellers it seems like "re-inventing the wheel"
> learning all the pov code....for me "this point" is fairly basic...once it
> gets more advanced is there heaps you can do with the pov code that a
> modeller cant do?
As someone who makes extensive use of a modeller (Moray, IMO, the best one
there is and I tried several), let me say that being able to handcode POV is
invaluable. None of the modellers (to my knowledge) implement ALL of the
features of POV. Additionally, many generous individuals out there create
wonderful tools that open up a world of possibilities with POV -- such as
geodesic domes. Those aren't automatically incorporated into the modellers.
However, the level of knowledge you need to incorporate such features is not
the same level of knowledge needed by the people who "handcode only". A
basic familiarity with how everything works and the ability to look at code
and have some understanding of what you're looking at allows you to hand
edit in the features that are not included in the modeller output.
Additionally, you need to be able to spot problems. I'm currently working
on a scene with several thousand primitives -- all of a sudden, the
generated code was corrupted. From looking at Moray, everything seemed
fine. I checked the error message that POV generated and opened up the
include file that contained the error. Somehow an object (non-primitive)
generated by a third-party plug-in had gotten hosed -- I deleted the object
and everything was fine. Because I could look at the code and see the
problem, I knew which object out of several thousand was causing the
problem.
When using POV, I often wish I had the math skills of any number of people
that produce some of the more amazing items with POV all hand-coded... but
the fact of the matter is, I don't, and I don't have any interest in
devoting several years of study towards gaining them. I've come to terms
with the fact that the two math teachers in my family used up all the math
genes by the time I came along. ;)
Claire
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 belive you can make very complex models with primitives.
I'm no proffesional POV-coder but my image at irtc ended up 25/101 and that
was made out of primitives only. (Err.. one little blob object) check it out
here:
http://hertel.no/bigone/graphics/povray/stills/theend.jpg
I think it's fun playing around with text, instead of the point-and-click
stuff.
CSG forever :)
--
Peter
http://hertel.no/bigone
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) |
Cameron Cooper wrote:
>
> Hey, I'm fairly new to this stuff ( this stuff being raytracing, modelling,
> ect ) I've read so many times that its better to learn the pov-ray code
> before you start using modellers...I've read what I could understand of the
> Pov-ray documentation, but in it there seems ( to me anyway ) that there is
> a gap between the basics ( basic shapes, cameras, lights that sort of
> stuff ) and more advanced ( for a begginer anyway :) shapes
> patches,blobs, ect ) im sure all this will come clear to me with time and
> practice, luckily time is all i seem to have....one upside to being a bum :)
> Anyway I've learned some of the basic code, then i downloaded spatch, moray,
> and an export from spatch to moray and have been able to make some pretty
> cool stuff ( compared to red sphere on a checker plane i started off with :)
> At this point with the modellers it seems like "re-inventing the wheel"
> learning all the pov code....for me "this point" is fairly basic...once it
> gets more advanced is there heaps you can do with the pov code that a
> modeller cant do?
>
> sorry about the "longness" of this :)
Yes, there are indeed things that you can do in POV code and not in a
modeller. For example I don't hink any of the modellers use the new
patches functions, so to be able to (ab)use any of those you'd have to
know enough pov code to integrate the new and the old.
There is also the limitation of any for om programming, macros and other
things in that area that the modellers lack. Then comes the 'fine
tuning' that I so far haven't seen done directly from a modeller. Ofc.
it might be possible now, but last time I tried the common goods, there
wasnt one with a great texture/light handling system, wich the code is.
The code offers far more flexibility and creativity than the modeller
does, though the modeller is needed for some tasks (I don't want to
model meshes directly!)
--
//Spider -- [ spider@bahnhof.se ]-[ http://darkmere.wanfear.com/ ]
And the devil in black dress watches over
My guardian angel walks away
Life is short and love is always over in the morning
Black wind come carry me far away
--"Sisters of Mercy" -- "Temple Of Love"
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) |
The definition of a POV primitive is all the primary shapes (blob,
julia_fractal, lathe, etc. included) prior to any other modifications such as
until using them in CSG, when they become non-primitive. Please correct me if
I'm wrong anyone.
Anyway, yes, the consensus shows there is more to POV-Ray than could be
constrained to a single modeling program, not meaning there aren't real good
ones to use though. It's just that when it comes to the idiosyncrosy nothing
else will do except to go into the pov scripting. Math used for special
texturing or object motion might be a good example.
Bob
"Peter Hertel" <big### [at] yahoo com> wrote in message
news:387cbefe@news.povray.org...
> I belive you can make very complex models with primitives.
> I'm no proffesional POV-coder but my image at irtc ended up 25/101 and that
> was made out of primitives only. (Err.. one little blob object) check it out
> here:
> http://hertel.no/bigone/graphics/povray/stills/theend.jpg
> I think it's fun playing around with text, instead of the point-and-click
> stuff.
> CSG forever :)
>
> --
> Peter
> http://hertel.no/bigone
>
>
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) |
On Wed, 12 Jan 2000 22:08:07 +0800, Cameron Cooper <hoj### [at] wantree com au> wrote:
>Hey, I'm fairly new to this stuff ( this stuff being raytracing, modelling,
>ect ) I've read so many times that its better to learn the pov-ray code
>before you start using modellers...I've read what I could understand of the
>Pov-ray documentation, but in it there seems ( to me anyway ) that there is
>a gap between the basics ( basic shapes, cameras, lights that sort of
>stuff ) and more advanced ( for a begginer anyway :) shapes
> patches,blobs, ect ) im sure all this will come clear to me with time and
>practice, luckily time is all i seem to have....one upside to being a bum :)
>Anyway I've learned some of the basic code, then i downloaded spatch, moray,
>and an export from spatch to moray and have been able to make some pretty
>cool stuff ( compared to red sphere on a checker plane i started off with :)
>At this point with the modellers it seems like "re-inventing the wheel"
>learning all the pov code....for me "this point" is fairly basic...once it
>gets more advanced is there heaps you can do with the pov code that a
>modeller cant do?
I've tried modellers, Moray twice each time for about two days, but couldn't
get to grips with it, and I've tried Spatch twice and read all the tutorials
but those lines on the screen just confuse me. My hat's off to those who
have such an ability with modellers.
So it's hand code for me all the way.
--
Cheers
Steve email mailto:sjl### [at] ndirect co uk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjlen/
or http://start.at/zero-pps
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) |
Steve <sjl### [at] zero-pps localdomain> wrote in message
news:slr### [at] zero-pps localdomain...
> I've tried modellers, Moray twice each time for about two days, but
couldn't
> get to grips with it, and I've tried Spatch twice and read all the
tutorials
> but those lines on the screen just confuse me. My hat's off to those who
> have such an ability with modellers.
>
> So it's hand code for me all the way.
>
>
> --
> Cheers
> Steve email mailto:sjl### [at] ndirect co uk
>
> %HAV-A-NICEDAY Error not enough coffee 0 pps.
>
> web http://www.ndirect.co.uk/~sjlen/
>
> or http://start.at/zero-pps
>
I have the same confusion problem with all the numbers in povray :)
but you all have conviced me to give the code another go.....time to hit the
tutorials :)
thanks
Cameron
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) |
In article <slr### [at] zero-pps localdomain>,
sjl### [at] ndirect co uk wrote:
> I've tried modellers, Moray twice each time for about two days, but
> couldn't
> get to grips with it, and I've tried Spatch twice and read all the
> tutorials
> but those lines on the screen just confuse me. My hat's off to those who
> have such an ability with modellers.
>
> So it's hand code for me all the way.
I am the same way, using a modeller for me is like manipulating the
scene through keyholes using long sticks. :-)
I can't get a good grasp of the 3D nature of the scene, because the
limited number of ways to view and edit the data. I probably could use a
modeller if it used 3D glasses and VR gloves to manipulate the parts. Or
if it offered much better and more direct camera control than any
modeller I have tested and an organized way of representing the raw
scene code(so you didn't have to use it like a modeller). But for now I
stick to hand coding. And besides, I like macros and loops.
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
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) |
> So it's hand code for me all the way.
For me too :)
I haven't studied macros yet, is it hard to understand?
--
Peter
http://hertel.no/bigone
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) |
In article <387fc626@news.povray.org>, "Peter Hertel"
<big### [at] yahoo com> wrote:
> For me too :)
> I haven't studied macros yet, is it hard to understand?
Not at all, a macro is just a name for a chunk of code with some
variables which are included in the call to the macro.
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
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) |
Steve wrote:
>
> I've tried modellers, Moray twice each time for about two days, but couldn't
> get to grips with it, and I've tried Spatch twice and read all the tutorials
> but those lines on the screen just confuse me. My hat's off to those who
> have such an ability with modellers.
My problem with most modellers is that most of them don't approach objects in
the same way as the POV-Ray scene code does. For instance, in POV you can
make a cylinder this way:
cylinder { <2.3,0,1.2>,<-2.3,0,1.2>,.4 texture { MyTexture } }
In every modeller I've ever seen, you essentially have to do this:
cylinder { 0,z,1
scale <.4,.4,4.6>
rotate y*90
translate <-2.3,0,1.2>
texture { MyTexture }
}
Which is counter-intuitive and seems to create bigger scene code.
Furthermore, none of the shareware or freeware modellers have a mesh editor
(which is why I wrote one in *BASIC* of all things).
Regards,
John
--
ICQ: 46085459
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) |