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Rik A wrote:
>
> Hello! (my first ever post to this newsgroup!)
>
> What I'd like to know is how people go about constructing a scene
> (more detailed than 'sphere on plane'!)
You decide what you want to put into the scene.
Then you figure out what objects need to be used, and where they are
placed, to create the objects you want.
You place the camera, too, of course.
Then you either type out the scene code (like I do), or use a modeler.
> I know that a lot of people just hand-code everything - if you are one
> of these people, how do you go about the whole scene-creation process.
I generally sketch out things on paper, so that I can get a handle of
how everything is supposed to line up. I also create scenes and
objects that involve a great deal of math, in order to get objects to
join smoothly, and I have pages of notes, all full of sketches and
algebra.
Regards,
John
--
ICQ: 46085459
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Gilles Tran has a step by step description of the making
of his IRTC winner "the wet bird".
http://www.oyonale.com/ressources/english/mkofwetbird1.htm
--
Phil
Behold, for I am the keeper of the sacred coffee brewing method.
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Thank you all for your responses, especially the links to "making of..."
sites - very insightful!
Rik A
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> > Do you use a modeller for individual objects in your scene?
> Nope. Although, my stuff is usually mostly CSG, so it's manageable by
> trig-and-error; I don't expect I'd be handcoding bezier patches though.
So do you avoid using bezier patches completely, or do you use a modeller?
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Rik A wrote:
>>>Do you use a modeller for individual objects in your scene?
>>>
>>Nope. Although, my stuff is usually mostly CSG, so it's manageable by
>>trig-and-error; I don't expect I'd be handcoding bezier patches though.
>>
>
> So do you avoid using bezier patches completely, or do you use a modeller?
>
Up to now I've stayed away from them as I alwasy managed to achieve what
I want with CSG.
I do have Hamapatch lying around somewhere, just in case...
--
/*Francois Labreque*/#local a=x+y;#local b=x+a;#local c=a+b;#macro P(F//
/* flabreque */L)polygon{5,F,F+z,L+z,L,F pigment{rgb 9}}#end union
/* @ */{P(0,a)P(a,b)P(b,c)P(2*a,2*b)P(2*b,b+c)P(b+c,<2,3>)
/* videotron.ca */}camera{location<6,1.25,-6>look_at a orthographic}
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On Wed, 30 Jan 2002 08:07:37 -0500, Francois Labreque wrote:
> Nope. Although, my stuff is usually mostly CSG, so it's manageable by
> trig-and-error; I don't expect I'd be handcoding bezier patches though.
Whyever not? (See below)
--
#macro R(P)z+_(P)_(P)_(P+1)_(P+1)+z#end#macro Q(C,T)bicubic_patch{type 1u_steps
6v_steps 6R(1)R(3)R(5)R(7)pigment{rgb z}}#end#macro _(Y)#local X=asc(substr(C,Y
,1))-65;<T+mod(X,4)div(X,4)9>-2#end#macro O(T)Q("ABEFUQWS",T)Q("WSXTLOJN",T)#
end O(0)O(3)Q("JNKLCGCD",0)light_source{x 1}// ron### [at] povray org
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Ron Parker <ron### [at] povray org> wrote:
: Whyever not? (See below)
Not everyone is such a harcore povrayer as you are. ;)
(Wasn't it you who got the most points in my hardcore povrayer test?-)
Perhaps I should update it and post it again somewhere.)
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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Warp wrote:
>
> Ron Parker <ron### [at] povray org> wrote:
> : Whyever not? (See below)
>
> Not everyone is such a harcore povrayer as you are. ;)
Sure, math/programming freaks-of-nature like you and Ron can do it, but
there is more to being a hardcore POV-Ray user than that.
--
Ken Tyler
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On Thu, 31 Jan 2002 18:04:34 -0800, Ken wrote:
>
>
> Warp wrote:
>>
>> Ron Parker <ron### [at] povray org> wrote:
>> : Whyever not? (See below)
>>
>> Not everyone is such a harcore povrayer as you are. ;)
>
> Sure, math/programming freaks-of-nature like you and Ron can do it, but
> there is more to being a hardcore POV-Ray user than that.
The thing is, bicubic patches have gotten a bad rap. Once you've played
with a few, you can easily visualize what a given set of control points
will produce. Granted, it's not always easy to keep track of sixteen
control points in your head, but there are usually constraints in a given
scene that mean you don't have to keep track of that many points anyway.
For example, the RP in the signature I sometimes use (not this one, though)
is constrained to have each row of control points perpendicular to a
stroke all be coplanar, and in a fixed relationship with each other. The
two "outer" control points in a row are moveable, but the two "inner" control
points are constrained to be the same as the adjacent outer point but with a
different Z coordinate (this makes a roughly semi-elliptical cross-section.)
That means I only have to keep track of 8 points for each patch, and those 8
points are somewhat independent: I really only keep track of the control
points for two independent bezier curves for each of three patches, and
anybody can do that. All that remains is to lay out the curves I want on
a piece of graph paper and transfer the coordinates into POV.
--
#macro R(L P)sphere{L __}cylinder{L P __}#end#macro P(_1)union{R(z+_ z)R(-z _-z)
R(_-z*3_+z)torus{1__ clipped_by{plane{_ 0}}}translate z+_1}#end#macro S(_)9-(_1-
_)*(_1-_)#end#macro Z(_1 _ __)union{P(_)P(-_)R(y-z-1_)translate.1*_1-y*8pigment{
rgb<S(7)S(5)S(3)>}}#if(_1)Z(_1-__,_,__)#end#end Z(10x*-2,.2)camera{rotate x*90}
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"Ron Parker" <ron### [at] povray org> wrote in message
news:slr### [at] fwi com...
>
> two "outer" control points in a row are moveable, but the two "inner"
control
> points are constrained to be the same as the adjacent outer point but with
a
> different Z coordinate (this makes a roughly semi-elliptical
cross-section.)
As I look at which group I've landed in... newusers it seems.
I understood that, almost. I've only tried a waving flag before using
bicubic_patch and then uv mapping an image onto it, just to see if I could.
The difficulties I see with those is the multiple patches stuff, tying it
all together. Something to try more of someday.
bob h
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