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So, Nathan, when are we gonna get out hands on this? Huh? 2001? 2010?
Today?
Oh yeah, the request. I'd like to request a feature in pov called
object_glow. For example:
sphere {0,1
pigment {rgb 10}
glow {
pigment {rgb <.5,.5,1>}
intensity 1
spread 1.5
}
}
This would create a post processing glow that was bright, 150% the size
of the sphere and blue gray.
This would be useable with all patterns and color_maps.
Can ya do it? Please?
TIA!
H.E. Day
--
H.E. Day
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I also have a little request:
Could you replace some \n's with \r's in the printing of
"Sorting photons..." so that they all appear in the same line?
--
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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How would this work with different shapes? Would it take the outline of the
object and expand on it, while fading the color out?
Object_glow would be a nice feature to have indeed. As long as it doesn't
interfere with other objects like media would, because then we might as
well just use media.
"H.E. Day" wrote:
> So, Nathan, when are we gonna get out hands on this? Huh? 2001? 2010?
> Today?
>
> Oh yeah, the request. I'd like to request a feature in pov called
> object_glow. For example:
>
> sphere {0,1
> pigment {rgb 10}
> glow {
> pigment {rgb <.5,.5,1>}
> intensity 1
> spread 1.5
> }
> }
> This would create a post processing glow that was bright, 150% the size
> of the sphere and blue gray.
> This would be useable with all patterns and color_maps.
> Can ya do it? Please?
> TIA!
>
> H.E. Day
>
> --
> H.E. Day
--
Samuel Benge
E-Mail: STB### [at] aol com
Visit the still unfinished isosurface tutorial:
http://members.aol.com/stbenge
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From: Mick Hazelgrove
Subject: Re: ETA of MegaPov .5 and a request.
Date: 21 Apr 2000 03:19:35
Message: <39000107@news.povray.org>
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Just give me a height field fix so that I can use HF with media....it's all
I ask...please,please, please!
Mick
H.E. Day <hed### [at] fci net> wrote in message news:38FE36DB.EDE6FF78@fci.net...
> So, Nathan, when are we gonna get out hands on this? Huh? 2001? 2010?
> Today?
>
> Oh yeah, the request. I'd like to request a feature in pov called
> object_glow. For example:
>
> sphere {0,1
> pigment {rgb 10}
> glow {
> pigment {rgb <.5,.5,1>}
> intensity 1
> spread 1.5
> }
> }
> This would create a post processing glow that was bright, 150% the size
> of the sphere and blue gray.
> This would be useable with all patterns and color_maps.
> Can ya do it? Please?
> TIA!
>
> H.E. Day
>
>
> --
> H.E. Day
>
>
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what about beign able to give the ior a denstity? it would be really good
for rising steam...
what I have in mind is pretty much like the density we have for density
nowadays, but for IOR. I have no knowledge of programming, so I dont know
if i'm asking to much.
Thanks for even considering thinking about maybe trying to do this (complex,
huh?)
Andre
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Andre wrote in message <3900e470@news.povray.org>...
>what about beign able to give the ior a denstity? it would be really good
>for rising steam...
>what I have in mind is pretty much like the density we have for density
>nowadays, but for IOR. I have no knowledge of programming, so I dont know
>if i'm asking to much.
I've been thinking about how to implement this, and the best solution I've
come up with so far would render far too slowly to be worthwhile (render
times of months to years at best).
Mark
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Perhaps this could be of help : all my HF related problems were due to
vertically rotated ones (with the peaks pointing in the x or z direction).
Removing them and replacing them with CSG constructs eliminated the problem. I
didn't have problems with the horizontal HFs.
G.
Mick Hazelgrove wrote:
> Just give me a height field fix so that I can use HF with media....it's all
> I ask...please,please, please!
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Mark Wagner <mar### [at] gte net> wrote...
>
> Andre wrote in message <3900e470@news.povray.org>...
> >what about beign able to give the ior a denstity? it would be really
good
> >for rising steam...
> >what I have in mind is pretty much like the density we have for density
> >nowadays, but for IOR. I have no knowledge of programming, so I dont
know
> >if i'm asking to much.
>
>
> I've been thinking about how to implement this, and the best solution I've
> come up with so far would render far too slowly to be worthwhile (render
> times of months to years at best).
>
It wouldn't have to be that bad, but it would be rather slow (probably on
the same lines as scattering media... maybe a bit slower). The easiest
solution would involve ray marching, the way media works.
-Nathan
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