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On Wed, 28 Jul 1999 02:01:18 -0400, Mark Wagner wrote:
>>"This page created entirely in the DOS editor"
(Well, a little in Emacs.)
Except for the images, it was. Even some of the images were, with
POV as a translator.
>Created by Microsoft's only bug-free program ... Notepad!
"This file is larger than 64K. Would you like to edit it in
Wordpad instead?" Some will disagree with me, because they
think design defects can't be bugs, but after four incarnations
of the OS (3.x, 95, 98, and now Millennium) with no real fix in
sight, I would call that one of Microsoft's biggest bugs yet.
Especially the stupid workaround they added instead of fixing
the problem. At least they got it right in NT.
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Lummox JR wrote:
>
> Thomas Willhalm wrote:
> > I completely understand making a decent Web page is less interesting
> > than hacking POV-Ray. However, I suggest to put up at least one of
> > your test pictures that shows a isoblob.
>
> Suggestion taken. I've added four example scenes (source included) and a
> FAQ to the isoblob page.
>
Well, thank you, but would it be possible to have the source code parsed
so that it is HTML compatible (the fourth example is cut by my
navigator after the while(....
This is due to the presence of < and > which should
be transformed into HTML tag like >
(Or may be use an HTML tag which say : stop interpreting ...)
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On 28 Jul 1999 09:59:29 -0400, par### [at] fwi com (Ron Parker) wrote:
>On Wed, 28 Jul 1999 02:01:18 -0400, Mark Wagner wrote:
>>>"This page created entirely in the DOS editor"
>
>(Well, a little in Emacs.)
>
>Except for the images, it was. Even some of the images were, with
>POV as a translator.
>
>>Created by Microsoft's only bug-free program ... Notepad!
>
>"This file is larger than 64K. Would you like to edit it in
>Wordpad instead?" Some will disagree with me, because they
>think design defects can't be bugs,
that'd be people like me - they designed it that way and so it's not a
bug but...
> but after four incarnations
>of the OS (3.x, 95, 98, and now Millennium) with no real fix in
>sight, I would call that one of Microsoft's biggest bugs yet.
>Especially the stupid workaround they added instead of fixing
>the problem.
[snip]
That's a crummy solution indeed. somewhere there's a nice sig (a user
of this server?) which defines Windows to a T. That the default text
editor can't handle anything over 64K (and can actually struggle well
before that IIRC) is terrible.
Oh - there IS a bug in notepad BTW. If you're editing your file and
you put too much in there, it tells you not that the file's grown too
large but that you've run out of memory. Impressive on a 96MB PC I can
tell you...
Cheers,
Cliff Bowman
Why not pay my 3D Dr Who site a visit at http://www.who3d.cwc.net/
PS change ".duffcom" to ".net" if replying via e-mail
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On Fri, 23 Jul 1999 17:50:26 -0400, Lummox JR wrote:
>Here is the code needed to implement the isoblob primitive I've been
>working on. It should tack on nicely to Superpatch 3.1e. Complete
>instructions are included.
>
>http://www.dreamscape.com/lummoxjr/povray
I just finally got around to tacking it on to superpatch 3.1e, along
with tacking on Nathan's Photon stuff and your heightfield smoothing
patch, and I find that when I render your test image at 640x480 with
no aa, it has a lot of nasty black spots in it. Do you know what's
causing that?
Also, can someone send me some photon test code that uses the new
syntax? The only stuff I could find on this server is for the old
patch with the 'density' modifier.
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Ron Parker wrote:
> I just finally got around to tacking it on to superpatch 3.1e, along
> with tacking on Nathan's Photon stuff and your heightfield smoothing
> patch, and I find that when I render your test image at 640x480 with
> no aa, it has a lot of nasty black spots in it. Do you know what's
> causing that?
The isoblob isn't as capable at solving for intersections as a regular
isosurface--and it also is unable to use method 2, which is a distinct
disadvantage, since it means that pigments won't work correctly because
of their lack of an interval solving method. (I don't understand the
method 2 code yet. It'll take a while to figure that one out.) The best
thing to do for now is to turn on aa and let it take care of the black
spots by finding correct intersections nearby.
BTW, I'd like to see the new isosurface files if possible; an addition
of r, theta, and phi will likely force some modifications to my
function-normal code.
Lummox JR
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On Thu, 05 Aug 1999 12:21:37 -0400, Lummox JR wrote:
>BTW, I'd like to see the new isosurface files if possible; an addition
>of r, theta, and phi will likely force some modifications to my
>function-normal code.
You can get them from R. Suzuki's website if you really want them.
I'm not sure what effects it will have on you, though. The changes
seem to be limited to isofunc.c and are in the form of new internal
functions:
static DBL R(FUNCTION *Func,VECTOR XYZ)
{
return( sqrt(x*x + y*y + z*z ) );
}
static DBL TH(FUNCTION *Func,VECTOR XYZ)
{
return( atan2(x,z) );
}
static DBL PH(FUNCTION *Func,VECTOR XYZ)
{
return( atan2(sqrt(x*x + z*z ),y) );
}
These functions are then added to the function table and used thusly:
(this example was taken from R. Suzuki's site and modified to actually
render. He seems to have made the (x,y,z) optional in his version, but
I can't see where he did it, and my code is too much unlike his to do
much in the way of diffs anymore.)
#declare TH=function{"TH"}
#declare R=function{"R"}
#declare PH=function{"PH"}
isosurface {
function{cos(TH(x,y,z)*7)*0.2+min(abs(R(x,y,z)-1.5),abs(R(x,y,z)-3))+y*y}
bounded_by{ box {<-3.7, -0.5, -3.7>, <3.7, 0.5, 3.7>}}
threshold 0.5
accuracy 0.02
max_gradient 1.7
pigment {colour <0.8,0.5,0.2>}
finish {ambient 0.2 phong 0.2}
scale <1.25,1,1.25>
}
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On Thu, 05 Aug 1999 12:21:37 -0400, Lummox JR wrote:
>(I don't understand the method 2 code yet. It'll take a while to
>figure that one out.)
This might help:
http://www.etl.go.jp/etl/linac/public/rsuzuki/e/povray/method1.htm
There are some weird characters on this page when you look at it in
Netscape. They appear to be Japanese spaces or something.
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Ron Parker wrote:
>
> On Thu, 05 Aug 1999 12:21:37 -0400, Lummox JR wrote:
> >BTW, I'd like to see the new isosurface files if possible; an addition
> >of r, theta, and phi will likely force some modifications to my
> >function-normal code.
>
> You can get them from R. Suzuki's website if you really want them.
> I'm not sure what effects it will have on you, though. The changes
> seem to be limited to isofunc.c and are in the form of new internal
> functions:
>
> static DBL R(FUNCTION *Func,VECTOR XYZ)
> {
> return( sqrt(x*x + y*y + z*z ) );
> }
>
> static DBL TH(FUNCTION *Func,VECTOR XYZ)
> {
> return( atan2(x,z) );
> }
>
> static DBL PH(FUNCTION *Func,VECTOR XYZ)
> {
> return( atan2(sqrt(x*x + z*z ),y) );
> }
Oh, I get it. So they're not in the main table like cos(), log(), etc.;
they're externals like "Sphere". In that case I don't have to do a
thing, no; my code already compensates for that. I was worried that
they'd be new variables, such that "R" would automatically push
sqrt(x^2+y^2) to the stack, etc. That would have messed with the normal
calculations a bit; I was concerned because I never got the
function-normal code to work for atan2(), and those would (I guessed
correctly) need that to work properly.
Lummox JR
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Ron Parker <par### [at] fwi com> wrote:
: Also, can someone send me some photon test code that uses the new
: syntax? The only stuff I could find on this server is for the old
: patch with the 'density' modifier.
-----------------------------------------------------------------------
#declare phd=2;
#include "photons.inc"
camera { location <2,2,-8> look_at 0 angle 35 }
light_source { <100,20,0>,1 }
plane { y,-1 pigment { checker rgb 1, rgb .5 rotate y*45 } }
plane { x,-2 pigment { checker rgb 1, rgb .5 rotate x*45 } }
cylinder
{ -y,y,.8 Photons(yes,yes,no)
pigment { rgbf <.5,1,.5,.95> }
finish { specular .5 roughness .02 reflection .2 }
interior { ior 1.5 }
}
-----------------------------------------------------------------------
photons.inc:
-----------------------------------------------------------------------
#ifndef(UsePhotons) #declare UsePhotons=yes; #end
#ifndef(phd) #declare phd=1; #end
global_settings
{
#if(UsePhotons)
photons
{ gather 20,100
radius 0.1*phd, 2, 0.1*phd
autostop 0
jitter .4
expand_thresholds 0.2, 40
#ifdef(PhotonsMaxTraceLevel) max_trace_level PhotonsMaxTraceLevel #end
#ifdef(PhotonsADCBailout) adc_bailout PhotonsADCBailout #end
}
#end
}
#macro Photons(Refl,Refr,Ignore)
#if(UsePhotons)
photons
{ separation .01*phd
reflection Refl
refraction Refr
#if(Ignore) ignore_photons #end
}
#end
#end
-----------------------------------------------------------------------
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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On 6 Aug 1999 03:23:22 -0400, Nieminen Mika wrote:
>Ron Parker <par### [at] fwi com> wrote:
>: Also, can someone send me some photon test code that uses the new
>: syntax? The only stuff I could find on this server is for the old
>: patch with the 'density' modifier.
>
>-----------------------------------------------------------------------
>#declare phd=2;
>#include "photons.inc"
[...]
Thanks, this is great. Looks like photons will work in the next
superpatch, thanks to Nathan.
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