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Angelo 'kENpEX' Pesce <ken### [at] uniplan it> wrote:
: But in real scenes (the ones you get with a modelling program)
: you don't use spheres, cylinders etc, but polygons, nurbs, b-splines,
: and subdivision surfaces. In those things lightflow is faster...
So by your definition, these are not "real scenes":
http://www.irtc.org/ftp/pub/stills/2001-04-30/aseafort.jpg
http://www.irtc.org/ftp/pub/stills/2000-04-30/drunkpat.jpg
http://oz.irtc.org/ftp/pub/stills/1997-12-31/travieso.jpg
And I have yet to actually see measurements of identical triangle mesh
scenes rendered significantly faster in lightflow than in povray.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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I guess he was referring to another market. BTW who cares whether Lightflow
is faster than POV-Ray or not?
--
Jonathan.
"Warp" <war### [at] tag povray org> ha scritto nel messaggio
news:3c0d5dea@news.povray.org...
> Angelo 'kENpEX' Pesce <ken### [at] uniplan it> wrote:
> : But in real scenes (the ones you get with a modelling program)
> : you don't use spheres, cylinders etc, but polygons, nurbs, b-splines,
> : and subdivision surfaces. In those things lightflow is faster...
>
> So by your definition, these are not "real scenes":
>
> http://www.irtc.org/ftp/pub/stills/2001-04-30/aseafort.jpg
> http://www.irtc.org/ftp/pub/stills/2000-04-30/drunkpat.jpg
> http://oz.irtc.org/ftp/pub/stills/1997-12-31/travieso.jpg
>
> And I have yet to actually see measurements of identical triangle mesh
> scenes rendered significantly faster in lightflow than in povray.
>
> --
> #macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
> rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
> ],13),8)-3,10>#end blob{N(array[6]{11117333955,
> 7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Thorsten Froehlich <tho### [at] trf de> wrote:
: On Windows, look into the Windows source code
Ah... Kewl.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Agh! What text? I don't have access to the source and even if I did I
wouldn't know what to look for...
8-[
"Ron Parker" <ron### [at] povray org> wrote in message
news:slr### [at] fwi com...
> On Tue, 4 Dec 2001 22:53:49 +0100, JRG wrote:
> > I'm trying EVERYTHING!
>
> Don't try too hard; the answer is right there in the text somewhere.
>
> --
> #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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On Tue, 4 Dec 2001 20:03:25 -0500, Mahalis wrote:
> Agh! What text? I don't have access to the source and even if I did I
> wouldn't know what to look for...
The text on the about box. It was hard to find for me too, initially.
--
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
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Angelo 'kENpEX' Pesce wrote in message <3c0cc693.932849@news.povray.org>...
>On 3 Dec 2001 16:18:05 -0500, Warp <war### [at] tag povray org> wrote:
>>Angelo 'kENpEX' Pesce <ken### [at] uniplan it> wrote:
>>: Another option (a better one imho because it's lots faster and
>>: easier to develop too) is to use a shader-plugin architecture
>>
>> Dynamically loadable plugins and portability are mutually exclusive.
>>Not likely to happen. (Include files are a different thing, if that's what
>>you were talking about.)
>
>The standard unix version can discard
>this feature (and just rely on static linked shaders, this means that
>if U want to add a shader you have to recompile pov
Please explain how to do dynamically-loaded shaders using VMS. I
occasionally use my school's server to do renderings, and I don't want to
spend 15-20 minutes recompiling POV-Ray every time I want to use a new
shader.
--
Mark
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Ron Parker wrote in message ...
>On Tue, 4 Dec 2001 22:53:49 +0100, JRG wrote:
>> I'm trying EVERYTHING!
>
>Don't try too hard; the answer is right there in the text somewhere.
Yep. I like. Real-time ray-tracing, right there in POV-Ray.
--
Mark
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On 4 Dec 2001 18:16:28 -0500, Warp <war### [at] tag povray org> wrote:
> Why not? I don't see any reason why it couldn't be implemented in the future.
I like (IIRC by Chris Huff at p.u.p) proposition to add method Tesselate to
general objects method. Then there could be one general tesselation routine and
some specialized for simplest primitives.
ABX
--
#declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb 1}}
union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient 0}}isosurface{ //ABX
function{_(x-2,y,1)|_((x+y)*.7,z,.1)|_((x+y+2)*.7,z,.1)|_(x/2+y*.8+1.5,z,.1)}
contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient 1}}//POV35
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On Tue, 04 Dec 2001 21:16:13 GMT, ken### [at] uniplan it (Angelo 'kENpEX' Pesce) wrote:
> It's not dubious at all, as many other raytracers do that...
Please create 1.000.000 spheres as separated meshes (not clone or another
referrence) and tell us memory size of it.
ABX
--
#declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb 1}}
union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient 0}}isosurface{ //ABX
function{_(x-2,y,1)|_((x+y)*.7,z,.1)|_((x+y+2)*.7,z,.1)|_(x/2+y*.8+1.5,z,.1)}
contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient 1}}//POV35
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> I thought that was going to be a secret on Windows, too, but there it is.
> Maybe it won't be in the unofficial source, though. Perhaps we should
move
> this discussion to a place where everyone has source access, so as not to
> arouse undue jealousy.
Touch late for that :)
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
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