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	<title>povray.binaries.animations message digest</title>
	<description>Last 500 items posted to group povray.binaries.animations</description>
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	<item>
		<title>[Clarence1898] Re: Orrery WIP [19 days 17 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; This is a project I started over 20 years ago by modeling an orrery.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; And you're still at it!  Good work.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; It's been a long time since I've seen one of these classic animations.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt;Then had&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; to figure out a scene to put it in.  This is what I finally came up with.  Turn&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; looping on in your player.  I would get stuck on it, or real life interrupted,&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; put aside for a few years then repeat.  I'm not very happy with the clouds the&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; camera flies through, not enough turbulence.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Clouds are notoriously difficult.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt;There is also some flickering I&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; haven't been able to get rid of.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I didn't really notice anything, so it must be a very small problem.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt;The camera has a couple of abrupt moves I need&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; to smooth out.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; When you're about to make a sharp turn, slow down the camera dramatically.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Look into &amp;quot;smoothing functions&amp;quot; to get the sort of thing you want.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt;I do plan to add more objects to the scene.  Any comments or&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; suggestions would be welcome.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I like the island a LOT.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The house, the working lighthouse (make the light MUCH brighter), the ceiling&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; fan, the periodic table, the stencil on the desk....&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The orrery sun could be a bit brighter/yellower.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I like the checkered bed.  Perhaps a silvery pillow would be a nice &amp;quot;easter egg&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; nod to the RSOCP.  It's always fun to sneak some classic POV-Ray / computer&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; graphics models, or someone else's POV-Ray model/effect into a scene.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; If you hit any more stumbling blocks, don't be afraid to ask for ideas or&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; solutions.  Set your goal on the finish line!&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; - BE&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thank you for the suggestions.  I made a few changes and reposted a new&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation.  The flickering is much more noticeable at higher resolutions, I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rendered the animation at 1280x720 then reduced it to 640x360 to get the size&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; down for posting.  The planet maps came from a NASA web site, I picked a new sun&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that is brighter and yellower.  It does look better.  The checkered bed was a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; nod to the RSOCP, but the pillow reflects the creme colored walls not the bed&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and it almost looks translucent not reflective.  At the time I created the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; lighthouse I didn't know the color rgb values could be greater than 1.0.  I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; increased the value and it looks much better.  I wrote a program to generate the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; island,  started with a pyramid and recursively divided the faces into smaller&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; triangles and translating the vertices a random amount up or down and then&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; created a mesh2 object.  I then populated the island with 24000 trees and 32000&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; bushes that were created by Arbaro 2.0.  Now I need to work on the camera&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; transitions.&lt;/span&gt;

In trying to reduce the flicker, I rendered at 3840x2160 then scaled it down to
640x360.  It didn't eliminate all the flickering but did reduce it a lot.  That
cut the size down from 42MB to a more reasonable 3.4MB.  I was also able to
smooth the transition when the camera entered earth orbit.  Still not completely
happy with it, but I think its looking better.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 17 Mar 2026 21:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Re: Orrery WIP [28 days 12 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Very nice. I did an orrery some time ago:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;lt;https://www.youtube.com/watch?v=GyqQolOK_qI&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I remember one of the first scenes I animated was a lighthouse (using Polyray)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; way back when :-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; m@b&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Very nice.  I particularly like the way you morphed the planets into the orrery.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Impressive.&lt;/span&gt;

Thanks :-)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 9 Mar 2026 02:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Clarence1898] Re: Orrery WIP [31 days 11 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; This is a project I started over 20 years ago by modeling an orrery.  Then had&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; to figure out a scene to put it in.  This is what I finally came up with.  Turn&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; looping on in your player.  I would get stuck on it, or real life interrupted,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; put aside for a few years then repeat.  I'm not very happy with the clouds the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; camera flies through, not enough turbulence.  There is also some flickering I&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; haven't been able to get rid of.  The camera has a couple of abrupt moves I need&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; to smooth out.  I do plan to add more objects to the scene.  Any comments or&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; suggestions would be welcome.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Very nice. I did an orrery some time ago:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://www.youtube.com/watch?v=GyqQolOK_qI&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I remember one of the first scenes I animated was a lighthouse (using Polyray)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; way back when :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@b&lt;/span&gt;

Very nice.  I particularly like the way you morphed the planets into the orrery.
Impressive.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 6 Mar 2026 03:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Re: Orrery WIP [31 days 13 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is a project I started over 20 years ago by modeling an orrery.  Then had&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to figure out a scene to put it in.  This is what I finally came up with.  Turn&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; looping on in your player.  I would get stuck on it, or real life interrupted,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; put aside for a few years then repeat.  I'm not very happy with the clouds the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; camera flies through, not enough turbulence.  There is also some flickering I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; haven't been able to get rid of.  The camera has a couple of abrupt moves I need&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to smooth out.  I do plan to add more objects to the scene.  Any comments or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; suggestions would be welcome.&lt;/span&gt;

Very nice. I did an orrery some time ago:
&amp;lt;https://www.youtube.com/watch?v=GyqQolOK_qI&amp;gt;

I remember one of the first scenes I animated was a lighthouse (using Polyray)
way back when :-)

m@b
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 6 Mar 2026 02:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Clarence1898] Re: Orrery WIP [31 days 16 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; This is a project I started over 20 years ago by modeling an orrery.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And you're still at it!  Good work.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It's been a long time since I've seen one of these classic animations.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;Then had&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; to figure out a scene to put it in.  This is what I finally came up with.  Turn&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; looping on in your player.  I would get stuck on it, or real life interrupted,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; put aside for a few years then repeat.  I'm not very happy with the clouds the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; camera flies through, not enough turbulence.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Clouds are notoriously difficult.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;There is also some flickering I&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; haven't been able to get rid of.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I didn't really notice anything, so it must be a very small problem.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;The camera has a couple of abrupt moves I need&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; to smooth out.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; When you're about to make a sharp turn, slow down the camera dramatically.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Look into &amp;quot;smoothing functions&amp;quot; to get the sort of thing you want.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;I do plan to add more objects to the scene.  Any comments or&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; suggestions would be welcome.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I like the island a LOT.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The house, the working lighthouse (make the light MUCH brighter), the ceiling&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; fan, the periodic table, the stencil on the desk....&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The orrery sun could be a bit brighter/yellower.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I like the checkered bed.  Perhaps a silvery pillow would be a nice &amp;quot;easter egg&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; nod to the RSOCP.  It's always fun to sneak some classic POV-Ray / computer&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; graphics models, or someone else's POV-Ray model/effect into a scene.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If you hit any more stumbling blocks, don't be afraid to ask for ideas or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; solutions.  Set your goal on the finish line!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - BE&lt;/span&gt;

Thank you for the suggestions.  I made a few changes and reposted a new
animation.  The flickering is much more noticeable at higher resolutions, I
rendered the animation at 1280x720 then reduced it to 640x360 to get the size
down for posting.  The planet maps came from a NASA web site, I picked a new sun
that is brighter and yellower.  It does look better.  The checkered bed was a
nod to the RSOCP, but the pillow reflects the creme colored walls not the bed
and it almost looks translucent not reflective.  At the time I created the
lighthouse I didn't know the color rgb values could be greater than 1.0.  I
increased the value and it looks much better.  I wrote a program to generate the
island,  started with a pyramid and recursively divided the faces into smaller
triangles and translating the vertices a random amount up or down and then
created a mesh2 object.  I then populated the island with 24000 trees and 32000
bushes that were created by Arbaro 2.0.  Now I need to work on the camera
transitions.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Mar 2026 22:55:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.69aa0869cba6101e8db55336e0accf30%40news.povray.org%3E/#%3Cweb.69aa0869cba6101e8db55336e0accf30%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Orrery WIP [32 days 1 hour and 9 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is a project I started over 20 years ago by modeling an orrery.&lt;/span&gt;

And you're still at it!  Good work.

It's been a long time since I've seen one of these classic animations.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;Then had&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to figure out a scene to put it in.  This is what I finally came up with.  Turn&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; looping on in your player.  I would get stuck on it, or real life interrupted,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; put aside for a few years then repeat.  I'm not very happy with the clouds the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; camera flies through, not enough turbulence.&lt;/span&gt;

Clouds are notoriously difficult.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;There is also some flickering I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; haven't been able to get rid of.&lt;/span&gt;

I didn't really notice anything, so it must be a very small problem.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;The camera has a couple of abrupt moves I need&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to smooth out.&lt;/span&gt;

When you're about to make a sharp turn, slow down the camera dramatically.
Look into &amp;quot;smoothing functions&amp;quot; to get the sort of thing you want.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;I do plan to add more objects to the scene.  Any comments or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; suggestions would be welcome.&lt;/span&gt;

I like the island a LOT.
The house, the working lighthouse (make the light MUCH brighter), the ceiling
fan, the periodic table, the stencil on the desk....

The orrery sun could be a bit brighter/yellower.

I like the checkered bed.  Perhaps a silvery pillow would be a nice &amp;quot;easter egg&amp;quot;
nod to the RSOCP.  It's always fun to sneak some classic POV-Ray / computer
graphics models, or someone else's POV-Ray model/effect into a scene.

If you hit any more stumbling blocks, don't be afraid to ask for ideas or
solutions.  Set your goal on the finish line!

- BE
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Mar 2026 14:10:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.69a98ea8cba6101ef625f77c25979125%40news.povray.org%3E/#%3Cweb.69a98ea8cba6101ef625f77c25979125%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[jr] Re: Orrery WIP (with mp4) [32 days 6 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; somehow my attachment is missing.  Try it again.&lt;/span&gt;

wow, quite the study.. :-)  very nice.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Mar 2026 08:20:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.69a93bf4d8cfdcaf663764eb6cde94f1%40news.povray.org%3E/#%3Cweb.69a93bf4d8cfdcaf663764eb6cde94f1%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.69a93bf4d8cfdcaf663764eb6cde94f1%40news.povray.org%3E/#%3Cweb.69a93bf4d8cfdcaf663764eb6cde94f1%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Clarence1898] Orrery WIP (with mp4) [32 days 16 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;somehow my attachment is missing.  Try it again.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 4 Mar 2026 22:50:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.69a8b6a75556fa0e8db55336e0accf30%40news.povray.org%3E/#%3Cweb.69a8b6a75556fa0e8db55336e0accf30%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.69a8b6a75556fa0e8db55336e0accf30%40news.povray.org%3E/#%3Cweb.69a8b6a75556fa0e8db55336e0accf30%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Clarence1898] Orrery WIP [32 days 17 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;This is a project I started over 20 years ago by modeling an orrery.  Then had
to figure out a scene to put it in.  This is what I finally came up with.  Turn
looping on in your player.  I would get stuck on it, or real life interrupted,
put aside for a few years then repeat.  I'm not very happy with the clouds the
camera flies through, not enough turbulence.  There is also some flickering I
haven't been able to get rid of.  The camera has a couple of abrupt moves I need
to smooth out.  I do plan to add more objects to the scene.  Any comments or
suggestions would be welcome.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 4 Mar 2026 21:45:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.69a8a5a654ac36608db55336e0accf30%40news.povray.org%3E/#%3Cweb.69a8a5a654ac36608db55336e0accf30%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Solar System [60 days 23 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Nice animation, but I don't really understand, what is happening in the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation. Where ist Earth, where Jupiter, what changes over time?&lt;/span&gt;

All of the planets are pictured stationary in their orbits
(I suppose I did that for simplicity at the time)
All of the white objects are the 655,000+ &amp;quot;minor planets&amp;quot; in the asteroid belt
getting animated over the span of 1 year

- BE
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 4 Feb 2026 16:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Maetes] Re: Solar System [61 days 5 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Further work:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Over the weekend I worked out the REAL way to do orbital inclinations, and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; processed the data for ~655,000 minor plants from:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.minorplanetcenter.net/iau/MPCORB.html&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You can clearly see why it's called the asteroid BELT.  :O&lt;/span&gt;


Nice animation, but I don't really understand, what is happening in the
animation. Where ist Earth, where Jupiter, what changes over time?

ma
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 4 Feb 2026 10:15:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.69831b544e8509943529ff2530225ff5%40news.povray.org%3E/#%3Cweb.69831b544e8509943529ff2530225ff5%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Ton] Re: Starfield-Animations - WIP [64 days 6 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've finally found some time to work on my old star field animations.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; They are far from what I would like them to be, but at least they are colorful&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; now!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 4 Videos, 2  normal and 2 stereo, and some more informations:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.maetes.com/en/blog/our-stellar-red-neighborhood&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; One animation shows stars and so-called brown dwarfs within a radius of 20 light&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; years (see example image), the second one in 100 light years.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have a nice day,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; M&lt;/span&gt;

Hallo Maetes

an interesting way of star-gazing.

Cheers
Ton
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 1 Feb 2026 09:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Maetes] Starfield-Animations - WIP [66 days and 39 minutes ago]</title>
		<description>
&lt;pre&gt;I've finally found some time to work on my old star field animations.
They are far from what I would like them to be, but at least they are colorful
now!

4 Videos, 2  normal and 2 stereo, and some more informations:
https://www.maetes.com/en/blog/our-stellar-red-neighborhood

One animation shows stars and so-called brown dwarfs within a radius of 20 light
years (see example image), the second one in 100 light years.

Have a nice day,
M
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 30 Jan 2026 14:40:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.697cc2002dccef0420a644dd30225ff5%40news.povray.org%3E/#%3Cweb.697cc2002dccef0420a644dd30225ff5%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[jr] Re: Starfield animations from 2018 [110 days and 24 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi folks,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I uploaded a few star field animations that I already made in 2018.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; With my new databases I will bring them up to date in time.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.maetes.com/en/astro-3d/starfield-animations-from-2018&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ma&lt;/span&gt;

v nice (even w/out glasses :-)).  thank you.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 17 Dec 2025 14:55:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.6942c410ad2c4303475fba6a6cde94f1%40news.povray.org%3E/#%3Cweb.6942c410ad2c4303475fba6a6cde94f1%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Maetes] Re: Starfield animations from 2018 [111 days 14 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Another Great job! I like the 3d videos! Where did I put my Glasses?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Search them!
The first one in 3D looks really cool.
I could look at it for minutes and longer :)

ma
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 16 Dec 2025 00:35:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.6940a919ad2c430396427db230225ff5%40news.povray.org%3E/#%3Cweb.6940a919ad2c430396427db230225ff5%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Povray Island [111 days 14 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In the summer of 2025, I tried to build a macro collection that creates islands&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with vegetation and all kinds of things. I didn't finish it, but made a nice&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; video with a fly-through.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.maetes.com/en/blog/povray-island-and-air-lohmueller&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ma&lt;/span&gt;

That reminds me of Sebastian Lague's little flying game

https://www.youtube.com/watch?v=sLqXFF8mlEU
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 16 Dec 2025 00:25:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.6940a678edac8ddf1f9dae3025979125%40news.povray.org%3E/#%3Cweb.6940a678edac8ddf1f9dae3025979125%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Leroy] Re: Starfield animations from 2018 [111 days 15 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi folks,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I uploaded a few star field animations that I already made in 2018.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; With my new databases I will bring them up to date in time.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.maetes.com/en/astro-3d/starfield-animations-from-2018&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ma&lt;/span&gt;

Another Great job! I like the 3d videos! Where did I put my Glasses?

Have Fun!
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 16 Dec 2025 00:15:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.6940a437ad2c4303409438f1f712fc00%40news.povray.org%3E/#%3Cweb.6940a437ad2c4303409438f1f712fc00%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Leroy] Re: Povray Island [111 days 15 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In the summer of 2025, I tried to build a macro collection that creates islands&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with vegetation and all kinds of things. I didn't finish it, but made a nice&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; video with a fly-through.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.maetes.com/en/blog/povray-island-and-air-lohmueller&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ma&lt;/span&gt;

Very nice! Reminds me of a fly over I did years ago. I had one Island and my
plane was a jet.(so I didn't have to animate the propellers)

Have Fun!
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 16 Dec 2025 00:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Maetes] Povray Island [111 days 23 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;In the summer of 2025, I tried to build a macro collection that creates islands
with vegetation and all kinds of things. I didn't finish it, but made a nice
video with a fly-through.

https://www.maetes.com/en/blog/povray-island-and-air-lohmueller

Ma
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 15 Dec 2025 16:15:00 GMT</pubDate>
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	<item>
		<title>[Maetes] Starfield animations from 2018 [111 days 23 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;Hi folks,

I uploaded a few star field animations that I already made in 2018.
With my new databases I will bring them up to date in time.

https://www.maetes.com/en/astro-3d/starfield-animations-from-2018

ma
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 15 Dec 2025 16:10:00 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: shuttle [135 days 21 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; It just occurred to me that we can probably use the user-defined mesh camera to&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; do it all in the first pass.&lt;/span&gt;

Scratch that,
using the _mesh projection_ would be a giant pain my sphere {}s.

HOWEVER,
using the user-defined function camera
(&amp;quot;User defined projection&amp;quot;)
would probably allow one to map out the portions of the screen as an
image/diagram
and then use eval_pigment in a function to control the location and direction of
the camera at each pixel.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that is an interesting idea.  I can tidy-up and post the code if you're minded&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to pursue it.&lt;/span&gt;

I think I can just use something like a cubic pattern and different colored
faces to get everything working.
Then it would just be a plug-n-play kind of setup, if I wrote the scene code for
a fairly general case.

- bw
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 21 Nov 2025 17:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: shuttle [135 days 22 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It just occurred to me that we can probably use the user-defined mesh camera to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; do it all in the first pass.&lt;/span&gt;

that is an interesting idea.  I can tidy-up and post the code if you're minded
to pursue it.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 21 Nov 2025 16:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: shuttle [136 days and 19 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I would imagine one could create a 5th animation scene to use the image maps&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; from the first 4, but imagemagick was probably 1000 times faster.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that would have been &amp;quot;the fallback&amp;quot;, had I not &amp;quot;lucked out&amp;quot; with the ImageMagick&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; tools.&lt;/span&gt;


It just occurred to me that we can probably use the user-defined mesh camera to
do it all in the first pass.

- bw
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 21 Nov 2025 15:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: shuttle [136 days 7 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; blue&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; green&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; red&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; metallic cube &amp;amp; sphere&lt;/span&gt;

&amp;quot;tut, tut..&amp;quot;


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Nice twist :)&lt;/span&gt;

thanks.  (yes, all &amp;quot;that pain&amp;quot; for one little thing :-))


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Presumably you had a system for filenames for each of the panes?&lt;/span&gt;

yes, o/wise it'd be real work &amp;lt;/grin&amp;gt;.  I have a single scene file (plus .inc)
and four ini files, one &amp;quot;run_&amp;quot; per camera;  frame/file names were
'*_[1234]_*.png'. also two &amp;quot;one-liner&amp;quot; shell scripts, to assemble the frames and
to convert to mp4.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I would imagine one could create a 5th animation scene to use the image maps&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; from the first 4, but imagemagick was probably 1000 times faster.&lt;/span&gt;

that would have been &amp;quot;the fallback&amp;quot;, had I not &amp;quot;lucked out&amp;quot; with the ImageMagick
tools.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 21 Nov 2025 08:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: shuttle [136 days 18 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a simple, short animation of a sphere (~25M, ~29secs), plays full-screen.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;drive.google.com/file/d/107xFAgCi1m7Ng-bVsemPRr_5K_V7lCRw/view?usp=sharing&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; enjoy, jr.&lt;/span&gt;

blue
green
red
metallic cube &amp;amp; sphere

Nice twist :)

Presumably you had a system for filenames for each of the panes?

I would imagine one could create a 5th animation scene to use the image maps
from the first 4, but imagemagick was probably 1000 times faster.

- bw
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 20 Nov 2025 20:50:00 GMT</pubDate>
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	<item>
		<title>[jr] Re: shuttle [137 days 22 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

yesbird wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 19/11/2025 16:08, jr wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Interesting idea to show object from 4 points simultaneously, how did&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you combined the views ?&lt;/span&gt;

&amp;quot;magick&amp;quot; &amp;lt;/grin&amp;gt;.  literally, the name of the command installed (on Slackware)
as part of the ImageMagick tools.  it allows one to place images (in layers) on
a &amp;quot;canvas&amp;quot; and &amp;quot;flatten&amp;quot; those in an output image.  will send an example later.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Also reminds me a paintings of Kazimir Malevich ).&lt;/span&gt;

thank you. (Google and Wikipedia show many interesting paintings)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 19 Nov 2025 16:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: shuttle [137 days 23 hours and 22 minutes ago]</title>
		<description>
&lt;pre&gt;On 19/11/2025 16:08, jr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a simple, short animation of a sphere (~25M, ~29secs), plays full-screen.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;drive.google.com/file/d/107xFAgCi1m7Ng-bVsemPRr_5K_V7lCRw/view?usp=sharing&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; enjoy, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Interesting idea to show object from 4 points simultaneously, how did
you combined the views ? Also reminds me a paintings of Kazimir
Malevich ).
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 19 Nov 2025 15:56:28 GMT</pubDate>
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	<item>
		<title>[jr] shuttle [138 days 2 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

a simple, short animation of a sphere (~25M, ~29secs), plays full-screen.

&amp;lt;drive.google.com/file/d/107xFAgCi1m7Ng-bVsemPRr_5K_V7lCRw/view?usp=sharing&amp;gt;


enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 19 Nov 2025 13:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Alain Martel] Re: Non-circular gear [172 days 19 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;Le 2025-10-15 &amp;#195;&amp;#160; 15:35, MichaelJF a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 15.10.25 um 18:23 schrieb spigor:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; A non-circular gear animation I created about 20 years ago using POV-Ray.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Beautiful and fascinating animation! But is there a practical technical &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; application for this gearbox?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Best regards&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Mihael&lt;/span&gt;

Don't know about that specific shape, but, yes, there are. Some all 
mechanical stamping presses use that kind of gears. They are often 
phased out to use electronically controlled hydraulic presses.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 15 Oct 2025 20:12:30 GMT</pubDate>
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	<item>
		<title>[MichaelJF] Re: Non-circular gear [172 days 19 hours and 43 minutes ago]</title>
		<description>
&lt;pre&gt;Am 15.10.25 um 18:23 schrieb spigor:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; A non-circular gear animation I created about 20 years ago using POV-Ray.&lt;/span&gt;

Beautiful and fascinating animation! But is there a practical technical 
application for this gearbox?

Best regards
Mihael
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 15 Oct 2025 19:35:47 GMT</pubDate>
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	<item>
		<title>[spigor] Non-circular gear [172 days 22 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;A non-circular gear animation I created about 20 years ago using POV-Ray.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 15 Oct 2025 16:25:00 GMT</pubDate>
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	<item>
		<title>[Alain Martel] Re: Robot Lightning Chess [182 days 2 hours and 50 minutes ago]</title>
		<description>
&lt;pre&gt;Le 2025-10-05 &amp;#195;&amp;#160; 20:04, Clarence1898 a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; &amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Still I would like to know how everyone does their rendering.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; [running Windows 10]&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Hi!&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I have been rendering POV-ray animations for many years, all the way back to&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Windows 98 days, when machines had only single cores. Now I have a Corei7&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; machine with 8 cores/16 threads. (Quite an improvement, ha.)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; To be honest, I was not even aware that multiple instances of the app could be&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; run *successfully*...that is, with an overall speed improvement for a scene or&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; an animation...since it has always been my understanding that even a single&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; instance of POV-ray uses most of the resources of the entire machine for&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; rendering. At least, that's the way it used to be on my various single-core&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; machines through the years. (And AFAIU, initially *parsing* a scene uses only&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; one thread, regardless of how many threads are available.)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; But the faster results of your multi-instance use are a real surprise! I will&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; have to give that a try, to see what the speed improvement might be for my own&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; animations.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; There remains a question, though: When running multiple instances of the app on&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; multi core/multi thread machines, does each instance's scene parsing use it's&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; *own* single thread to do so? I.e., with 3 instances running (for example), are&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; there now 3 threads dedicated to parsing the (3) scenes? Or just one thread as&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; is typical-- split up between the 3 instances?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; When I started using multiprocessors I noticed the performance advantage of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; multiple instances, but it was on a much smaller scale.  It was only with more&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and faster processors that it became noticeable.  With my first quad-core system&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the difference was about 15% improvement.  With a 20 cpu i9 the difference is up&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to 60%.  For more complex scenes the smaller the difference, but still&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; noticeable.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; As I understand it, each instance is completely independent from the others.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Each instance will have its own threads.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

When using POV-Ray version 3.6 and earlier, you couldn't use more than a 
single core/thread. So, back then, using several instances was the only 
way to use all of your cores on a multi-core system.
The main feature of version 3.7, and the reason it was developed, is the 
ability to use all the cores of modern CPUs.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 6 Oct 2025 12:29:15 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Robot Lightning Chess [182 days 4 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...  Still I would like to know how everyone does their rendering.&lt;/span&gt;

I have an &amp;quot;elderly&amp;quot; i5 dedicated to renders.  I have not tried running multiple
instances[*] but like your time-savings observations.

[*] played briefly, some years ago, with multiple version 3.6, even tried to get
3.5 to build/run :-).

and thanks for including the ffmpeg command-line too when you posted robot1
(3.4M is small).


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 6 Oct 2025 10:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Klein bottle surface produced by MathView [182 days 15 hours and 2 minutes ago]</title>
		<description>
&lt;pre&gt;This is animation of Klein bottle surface, produced by MathView:
https://mathview.yesbird.online

Details at: povray.binaries.utilities.
-- 
YB
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 6 Oct 2025 00:16:20 GMT</pubDate>
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	</item>
	<item>
		<title>[Clarence1898] Re: Robot Lightning Chess [182 days 15 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Still I would like to know how everyone does their rendering.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; [running Windows 10]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have been rendering POV-ray animations for many years, all the way back to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Windows 98 days, when machines had only single cores. Now I have a Corei7&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; machine with 8 cores/16 threads. (Quite an improvement, ha.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; To be honest, I was not even aware that multiple instances of the app could be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; run *successfully*...that is, with an overall speed improvement for a scene or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; an animation...since it has always been my understanding that even a single&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; instance of POV-ray uses most of the resources of the entire machine for&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rendering. At least, that's the way it used to be on my various single-core&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; machines through the years. (And AFAIU, initially *parsing* a scene uses only&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; one thread, regardless of how many threads are available.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; But the faster results of your multi-instance use are a real surprise! I will&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; have to give that a try, to see what the speed improvement might be for my own&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animations.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; There remains a question, though: When running multiple instances of the app on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; multi core/multi thread machines, does each instance's scene parsing use it's&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; *own* single thread to do so? I.e., with 3 instances running (for example), are&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; there now 3 threads dedicated to parsing the (3) scenes? Or just one thread as&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; is typical-- split up between the 3 instances?&lt;/span&gt;

When I started using multiprocessors I noticed the performance advantage of
multiple instances, but it was on a much smaller scale.  It was only with more
and faster processors that it became noticeable.  With my first quad-core system
the difference was about 15% improvement.  With a 20 cpu i9 the difference is up
to 60%.  For more complex scenes the smaller the difference, but still
noticeable.

As I understand it, each instance is completely independent from the others.
Each instance will have its own threads.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 6 Oct 2025 00:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Clarence1898] Re: Robot Lightning Chess [182 days 15 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;  Still I would like&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; to know how everyone does their rendering.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I use Raspberry Pis for it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; One is my standard computer for all days work, and another I turn on when I have&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; long movies to render.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Connection via SSH or virtual desktop.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That they need 1 or 2 days for a 2000 frames HD Moon- or Mars-Video doesnt&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; matter to me.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Pis are cheap, small, silent, energy-efficient.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And when there is nothing to render, you can use it as Media-Server or anything&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; else.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ma&lt;/span&gt;

Yes the Pi is a very nice machine.  I run Hercules, an IBM mainframe emulator on
a pi 5.  More ram, aux storage, and faster than the 3081 I worked on in the
1980's.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 5 Oct 2025 23:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Robot Lightning Chess [182 days 17 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Still I would like to know how everyone does their rendering.&lt;/span&gt;

[running Windows 10]

Hi!

I have been rendering POV-ray animations for many years, all the way back to
Windows 98 days, when machines had only single cores. Now I have a Corei7
machine with 8 cores/16 threads. (Quite an improvement, ha.)

To be honest, I was not even aware that multiple instances of the app could be
run *successfully*...that is, with an overall speed improvement for a scene or
an animation...since it has always been my understanding that even a single
instance of POV-ray uses most of the resources of the entire machine for
rendering. At least, that's the way it used to be on my various single-core
machines through the years. (And AFAIU, initially *parsing* a scene uses only
one thread, regardless of how many threads are available.)

But the faster results of your multi-instance use are a real surprise! I will
have to give that a try, to see what the speed improvement might be for my own
animations.

There remains a question, though: When running multiple instances of the app on
multi core/multi thread machines, does each instance's scene parsing use it's
*own* single thread to do so? I.e., with 3 instances running (for example), are
there now 3 threads dedicated to parsing the (3) scenes? Or just one thread as
is typical-- split up between the 3 instances?
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 5 Oct 2025 22:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Maetes] Re: Robot Lightning Chess [182 days 17 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  Still I would like&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to know how everyone does their rendering.&lt;/span&gt;

I use Raspberry Pis for it.
One is my standard computer for all days work, and another I turn on when I have
long movies to render.
Connection via SSH or virtual desktop.
That they need 1 or 2 days for a 2000 frames HD Moon- or Mars-Video doesnt
matter to me.

Pis are cheap, small, silent, energy-efficient.
And when there is nothing to render, you can use it as Media-Server or anything
else.

ma
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 5 Oct 2025 21:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Clarence1898] Re: Robot Lightning Chess [182 days 17 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Going through an old archive I found this animation I wrote 20 years ago.  I&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; wanted to make a few additions but couldn't believe the code I wrote.  Decided I&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; could do a better job 2nd time around.  The rewrite isn't finished yet so still&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; a work in progress.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm like you going though my old archives. Have you found any code that you say&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to yourself 'Did I really write that!?'.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I like the animation after I got it to play. I down loaded it and tried window&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; media player, it came up with screen 'needs a new codex 99 cents'&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Where did the game come from? A while back I was testing ways to position pieces&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; on the chess board and taken pieces placed around it. I got online and found a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; lots of tournament games (which I didn't bookmark their locations)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have Fun!&lt;/span&gt;

I have looked at my old code so many times and thought what was I on when I
wrote that.   Not only my personal code but code I got paid for.   The games I
used came from chessgames.com 1000 Best Short Games here:

https://www.chessgames.com/perl/chesscollection?cid=1034766

I used the short games to keep the video size below 5000K.

I always have fun.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 5 Oct 2025 21:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: Robot Lightning Chess [182 days 20 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Going through an old archive I found this animation I wrote 20 years ago.  I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; wanted to make a few additions but couldn't believe the code I wrote.  Decided I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; could do a better job 2nd time around.  The rewrite isn't finished yet so still&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a work in progress.&lt;/span&gt;

I'm like you going though my old archives. Have you found any code that you say
to yourself 'Did I really write that!?'.

I like the animation after I got it to play. I down loaded it and tried window
media player, it came up with screen 'needs a new codex 99 cents'
Where did the game come from? A while back I was testing ways to position pieces
on the chess board and taken pieces placed around it. I got online and found a
lots of tournament games (which I didn't bookmark their locations)

Have Fun!
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 5 Oct 2025 18:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Clarence1898] Re: Robot Lightning Chess [183 days 1 hour and 49 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Going through an old archive I found this animation I wrote 20 years ago.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Looks really really cool :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Cant wait to see Version 2.0&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ma&lt;/span&gt;

This is the reason I made the change, so I could run multiple games at the same
time.   I think it is a bit amusing watching the robots bob up and down.  I have
a question about how everyone else renders animations.  I wrote the original
scene in 2003, probably on a pentium cpu using povray 3.5.  It was terribly
slow.  When I got another pc, I wrote a program to render frames on both pc's.
When I upgraded to pc's with multiple cpus I changed the program to use multiple
instances of povray on each pc.  With 3.7 I changed the program to use the work
thread option,  but I found that using multiple instances of povray still gave
me better throughput.  Four years ago after recovering from covid, I splurged
and  purchased an intel I9 10900k pc with 10 cores and 20 logical processors.  I
know it sounds ridiculous but running 20 instances of povray was 4 times faster
than running 1 instance with 20 threads.  Individual elapsed times were slower
but total throughput was 4 times as many frames per minute.  I know that this is
low resolution (720x400) and a very simple scene so I tested several
resolutions: 1920x1080 was twice as fast, 3840x2160 was still 60% faster.  I'm
sure more complicated scenes would decrease the difference.  Still I would like
to know how everyone does their rendering.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 5 Oct 2025 13:30:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Clarence1898] Re: Robot Lightning Chess [183 days 2 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Few ideas:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; let the robots sometimes think a while.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; or let them stop before grabbing, and choose another move.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and move the camera, maybe slowly aroud the scene, but always a tiny bit.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ma&lt;/span&gt;

I like that idea,  moving the camera will be simple.  Changing its mind will be
a bit more difficult.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 5 Oct 2025 12:55:01 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.68e26a4ca59922d68db55336e0accf30%40news.povray.org%3E/#%3Cweb.68e26a4ca59922d68db55336e0accf30%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.68e26a4ca59922d68db55336e0accf30%40news.povray.org%3E/#%3Cweb.68e26a4ca59922d68db55336e0accf30%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Clarence1898] Re: Robot Lightning Chess [183 days 2 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I tried to play this with VLC, and just got a black screen.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Windows Media Player wouldn't even play it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; However VLC has been acting strangely over the past 2 days.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; First, when I opened a sound file, there was no VLC interface on the desktop -&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but it was playing the sound in the background.   I had to kill the process to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; close it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then when i tried to play your video, When I closed VLC and tried to delete the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; mp4, Win said that it was still open in VLC - and yep, there was a process still&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; open in the background that I had to end.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - BE&lt;/span&gt;

I used ffmpeg to encode the video.  Here is the command:

ffmpeg -i Robot1%04d.png -c:v libx265 -pix_fmt yuv420p Robot1.mp4

On windows 10 and 11 I use Media Player, on linux VLC.  Everything works fine.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 5 Oct 2025 12:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Re: Robot Lightning Chess [183 days 11 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;On 2025-10-04 16:26 (-4), Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I tried to play this with VLC, and just got a black screen.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Windows Media Player wouldn't even play it.&lt;/span&gt;

It played fine for me, right in the browser, even with my flaky hardware
and spotty Internet:
Firefox 140.3.0esr (64 bit)
openSUSE Leap 15.6 GNU/Linux
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 5 Oct 2025 04:12:40 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3C68e1f038%241%40news.povray.org%3E/#%3C68e1f038%241%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Kenneth] Re: Robot Lightning Chess [183 days 15 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I tried to play this with VLC, and just got a black screen.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Windows Media Player wouldn't even play it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

[running Windows 10]
The download plays OK for me in VLC (my older version, 3.0.20), Irfanview, and
W.M.P.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 4 Oct 2025 23:40:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.68e1afc5a59922d6e83955656e066e29%40news.povray.org%3E/#%3Cweb.68e1afc5a59922d6e83955656e066e29%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Bald Eagle] Re: Robot Lightning Chess [183 days 18 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I tried to play this with VLC, and just got a black screen.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Windows Media Player wouldn't even play it.&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Win or LX?&lt;/span&gt;

Both Windows.
I haven't switched the laptop over to the linux dual-boot partition try try
there
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 4 Oct 2025 20:50:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.68e187f5a59922d61f9dae3025979125%40news.povray.org%3E/#%3Cweb.68e187f5a59922d61f9dae3025979125%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.68e187f5a59922d61f9dae3025979125%40news.povray.org%3E/#%3Cweb.68e187f5a59922d61f9dae3025979125%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Maetes] Re: Robot Lightning Chess [183 days 18 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I tried to play this with VLC, and just got a black screen.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Windows Media Player wouldn't even play it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;


Win or LX?

m
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 4 Oct 2025 20:45:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.68e18637a59922d6a9691ffa30225ff5%40news.povray.org%3E/#%3Cweb.68e18637a59922d6a9691ffa30225ff5%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.68e18637a59922d6a9691ffa30225ff5%40news.povray.org%3E/#%3Cweb.68e18637a59922d6a9691ffa30225ff5%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Bald Eagle] Re: Robot Lightning Chess [183 days 18 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;I tried to play this with VLC, and just got a black screen.
Windows Media Player wouldn't even play it.

However VLC has been acting strangely over the past 2 days.

First, when I opened a sound file, there was no VLC interface on the desktop -
but it was playing the sound in the background.   I had to kill the process to
close it.

Then when i tried to play your video, When I closed VLC and tried to delete the
mp4, Win said that it was still open in VLC - and yep, there was a process still
open in the background that I had to end.

- BE
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 4 Oct 2025 20:30:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.68e18311a59922d61f9dae3025979125%40news.povray.org%3E/#%3Cweb.68e18311a59922d61f9dae3025979125%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.68e18311a59922d61f9dae3025979125%40news.povray.org%3E/#%3Cweb.68e18311a59922d61f9dae3025979125%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Maetes] Re: Robot Lightning Chess [183 days 19 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;Few ideas:
let the robots sometimes think a while.
or let them stop before grabbing, and choose another move.
and move the camera, maybe slowly aroud the scene, but always a tiny bit.

ma
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 4 Oct 2025 20:15:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.68e18004a59922d6a9691ffa30225ff5%40news.povray.org%3E/#%3Cweb.68e18004a59922d6a9691ffa30225ff5%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.68e18004a59922d6a9691ffa30225ff5%40news.povray.org%3E/#%3Cweb.68e18004a59922d6a9691ffa30225ff5%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Maetes] Re: Robot Lightning Chess [183 days 19 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Clarence1898&amp;quot; &amp;lt;dle###&amp;nbsp;[at]&amp;nbsp;comcast&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Going through an old archive I found this animation I wrote 20 years ago.&lt;/span&gt;


Looks really really cool :)
Cant wait to see Version 2.0

Ma
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 4 Oct 2025 20:10:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.68e17ee2a59922d6a9691ffa30225ff5%40news.povray.org%3E/#%3Cweb.68e17ee2a59922d6a9691ffa30225ff5%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Clarence1898] Robot Lightning Chess [183 days 20 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;Going through an old archive I found this animation I wrote 20 years ago.  I
wanted to make a few additions but couldn't believe the code I wrote.  Decided I
could do a better job 2nd time around.  The rewrite isn't finished yet so still
a work in progress.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 4 Oct 2025 18:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Maetes] Re: Update to my first POV animation [262 days 6 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;Whow, looks cool!
Some kind of realistic.
I'm curious about the next version.

I have never created indoor-animations :)

If you need some furniture:
https://www.f-lohmueller.de/pov_tut/objects/obj_220e.htm

Ma
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 18 Jul 2025 08:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Update to my first POV animation [262 days 14 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;The metal textures are improved, using micronormal blurred reflection
rather than partial diffuse reflection, as the first version did.

The floor uses finish-level Fresnel, which was unavailable in POV-Ray
3.5.  I had long suspected a problem with POV-Ray's Fresnel reflection,
but couldn't confirm my suspicion until clipka posted &amp;quot;Another tweak
towards realism&amp;quot; to p.b.i in February 2013.  Since then, I have found a
workaround for older POV-Ray versions, but it wasn't something I could
reliably come up with prior to having a realistic Fresnel implementation
to compare it with.  (See the &amp;quot;Moving indoors&amp;quot; thread from August 2021
in p.b.i for my workaround.)

The fade distance on the light source is very much shortened, making it
much closer to true inverse squared attenuation.  (True inverse squared
attenuation is not used, due to a photon mapping bug in 3.8 beta.)  I
also changed the lamp globe from clear glass to frosted.

I rendered each frame to EXR and post-processed them for iris
diffraction.  I eliminated highlights on the floor and metallic
surfaces, relying entirely on the post-processing for light blooming
effects.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 18 Jul 2025 00:24:23 GMT</pubDate>
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	</item>
	<item>
		<title>[Josh English] Re: Wave Function Collapse Animation [271 days 10 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;On 7/8/2025 10:25 AM, Bald Eagle wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://github.com/mxgmn/WaveFunctionCollapse&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://robertheaton.com/2018/12/17/wavefunction-collapse-algorithm/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://github.com/CodingTrain/Wave-Function-Collapse&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Plus lots more links.&lt;/span&gt;

Thank you. I spent some time refactoring the code to get the macros in 
sections in the main include file so I could sort of trace what is going 
on in the whole process.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is definitely something to develop for general use!&lt;/span&gt;

I'm probably committing the sin of overgeneralizing the code right now 
because I want to also try this with hexagons and eventually cubes.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Glad you're still at it Josh - from the days of the POVcyclopedia to now.  :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - BW&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I'm surprised anyone remembers that project. I found the original html 
and it still had the webring links in.

All that's left is on my homepage: https://joshuarenglish.com/povray/

Uncle Josh
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 9 Jul 2025 04:49:26 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3C686df4d6%241%40news.povray.org%3E/#%3C686df4d6%241%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Wave Function Collapse Animation [271 days 21 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;Josh English &amp;lt;Jos###&amp;nbsp;[at]&amp;nbsp;joshuarenglish&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 7/5/2025 10:51 PM, William F Pokorny wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I have only the vaguest notion of what your doing here, but it's a cool&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; animation! :-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Bill P.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Same here, my friend.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Same here.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Josh&lt;/span&gt;

https://github.com/mxgmn/WaveFunctionCollapse

https://robertheaton.com/2018/12/17/wavefunction-collapse-algorithm/

https://github.com/CodingTrain/Wave-Function-Collapse

Plus lots more links.

This is definitely something to develop for general use!

I have been tied with this and that for a while, but would love to see continued
development of this, both as a reminder for me to work on this, and so that we
can have a collaborative effort to really explore the potential of what we can
do with this in SDL.

Glad you're still at it Josh - from the days of the POVcyclopedia to now.  :)

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 8 Jul 2025 17:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Josh English] Re: Wave Function Collapse Animation [273 days 19 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;On 7/5/2025 10:51 PM, William F Pokorny wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have only the vaguest notion of what your doing here, but it's a cool &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation! :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bill P.&lt;/span&gt;

Same here, my friend.

Same here.

Josh
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 6 Jul 2025 19:42:33 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Wave Function Collapse Animation [274 days 9 hours and 27 minutes ago]</title>
		<description>
&lt;pre&gt;On 7/4/25 23:15, Josh English wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This was a bear. Since the algorithm relies on a random state that can't &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; be preserved between frames, the only solution I found was a script that &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; generated all the possibilities at every turn of the solve and a second &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; script that read them all and created the frames. That's 2 text files &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and a frame for every step of the algorithm.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; But I have it working and I've ironed out the bugs I have found.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Uncle Josh&lt;/span&gt;

I have only the vaguest notion of what your doing here, but it's a cool 
animation! :-)

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 6 Jul 2025 05:51:41 GMT</pubDate>
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	</item>
	<item>
		<title>[Josh English] Wave Function Collapse Animation [275 days 12 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;This was a bear. Since the algorithm relies on a random state that can't 
be preserved between frames, the only solution I found was a script that 
generated all the possibilities at every turn of the solve and a second 
script that read them all and created the frames. That's 2 text files 
and a frame for every step of the algorithm.

But I have it working and I've ironed out the bugs I have found.

Uncle Josh
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 5 Jul 2025 03:15:06 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Charles C 2007 [279 days 3 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I spent 5h in a crawlspace yesterday jacking up a floor and installing 16-foot&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; beams.  Bet you're envious and sad you missed out. :P&lt;/span&gt;

damn, you can bet I am!  ;-)


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have noticed that a lot can be done with ffmpeg - you can adjust the speed,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; file size, and all sorts of things.&lt;/span&gt;

pray tell..  my use of 'ffmpeg' is basic ('-q:v N' mostly :-)), and I only found
out the other day that it will accept file names with shell wildcards when given
a '-pattern_type' option.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes, I figured the code would have to be &amp;quot;adjusted&amp;quot; to make it loop, and of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; course it might be challenging to get it do so in a visually smooth manner&lt;/span&gt;

agree, no easy way.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 1 Jul 2025 12:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Charles C 2007 [280 days 1 hour and 9 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; thank you.  will send an email, later today or tomorrow.&lt;/span&gt;

Hope to get a chance to look at that today/tomorrow.
I spent 5h in a crawlspace yesterday jacking up a floor and installing 16-foot
beams.  Bet you're envious and sad you missed out. :P

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I too would have liked (much) slower &amp;quot;movement&amp;quot;, the problem is the #frames&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; resulting; currently using 12th of degrees (Y rotation), wanted 16th or better&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; :-).  btw, &amp;quot;looping&amp;quot; would require changing the code, no loop/repeat as written.&lt;/span&gt;

I have noticed that a lot can be done with ffmpeg - you can adjust the speed,
file size, and all sorts of things.

Yes, I figured the code would have to be &amp;quot;adjusted&amp;quot; to make it loop, and of
course it might be challenging to get it do so in a visually smooth manner.

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 30 Jun 2025 14:10:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.686299dae1a77c53f1af8b4825979125%40news.povray.org%3E/#%3Cweb.686299dae1a77c53f1af8b4825979125%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[jr] Re: Charles C 2007 [281 days 9 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ... file attached. ...&lt;/span&gt;

enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 29 Jun 2025 05:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Charles C 2007 [281 days 9 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; the link below is the result of my &amp;quot;fiddling&amp;quot; with his code,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This looks great - hopefully I will get a chance to look that code over and see&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; what else can be done with it!  :)&lt;/span&gt;

thank you.  will send an email, later today or tomorrow.


&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; (at least one person finds it too long &amp;lt;/grin&amp;gt;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm wondering if it were a slower speed, to yield a gentle, swirling motion - if&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a nice long (and/or looping) animation would just be some cool eye-candy for an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; inactive screen.&lt;/span&gt;

I too would have liked (much) slower &amp;quot;movement&amp;quot;, the problem is the #frames
resulting; currently using 12th of degrees (Y rotation), wanted 16th or better
:-).  btw, &amp;quot;looping&amp;quot; would require changing the code, no loop/repeat as written.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 29 Jun 2025 05:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Charles C 2007 [282 days 21 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the link below is the result of my &amp;quot;fiddling&amp;quot; with his code,&lt;/span&gt;

This looks great - hopefully I will get a chance to look that code over and see
what else can be done with it!  :)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (at least one person finds it too long &amp;lt;/grin&amp;gt;)&lt;/span&gt;

I'm wondering if it were a slower speed, to yield a gentle, swirling motion - if
a nice long (and/or looping) animation would just be some cool eye-candy for an
inactive screen.

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 27 Jun 2025 17:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Charles C 2007 [284 days 1 hour and 39 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

sometime early 2007 &amp;quot;Charles C&amp;quot; posted code, which included the
'psychedelic_scrambler.pov' scene; good name I think, irresistable :-), file
attached.  the link below is the result of my &amp;quot;fiddling&amp;quot; with his code, rendered
courtesy of Yesbird's online service[*] which I currently cannot connect to.

&amp;lt;drive.google.com/file/d/147ThSLBZ6Ro5EIhYSJqEGdunzIVbJHI4/view?usp=sharing&amp;gt;
(at least one person finds it too long &amp;lt;/grin&amp;gt;)

[*] &amp;lt;https://povlab.online&amp;gt;


enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 26 Jun 2025 13:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Maetes] Re: Tussi - Flight No. 2 [292 days 16 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Mr&amp;quot; &amp;lt;m******r******at_hotmail_dot_fr&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The cloud on the right , I suppose has the highest quality settings and render&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; time? It looks much better ... But if the one directly on its left is much&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; faster, it is still quite an acceptable result ! Maybe there is a bug, but we&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; see the bounding sphere with a darker shade... This may be a problem. have you&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; played with RGBF vs RGBT vs RGBFT for colors? also if you use both a scattering&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and absorption, maybe using just one of those would suppress the issue?&lt;/span&gt;

Its a test-enviroment only.

The clouds differ in certain parameters and the random numbers used.
With this I want to find out which settings looks good.

For the right two, this are some parameters:
transmit: 0.9; turbulence: 0.5; scattering: 10
transmit: 0.9; turbulence: 0.8; scattering: 20

The sphere around is intentional.
If you make the media inside the sphere to big, the cloud gets cutted and that
look not good. Its a simple transmit I have to increase from 0.9 to 1.

Haven't finished it yet, it's still under development.
Has something else come up again :)

Ma
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 17 Jun 2025 22:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Mr] Re: Tussi - Flight No. 2 [293 days 7 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Mr&amp;quot; &amp;lt;m******r******at_hotmail_dot_fr&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Here's some nitpicking:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; * It feels your materials for lateral propulsion (whiter ones) are not emissive,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; nor fading too transparency enough, too flat opaque.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You're absolutely right. However, I usually tackle the ugliest detail first. If&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you compare Movie 1 and Movie 2, you'll see that the flame of the main engine&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; was even uglier.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; See:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.maetes.com/en/povray-os/ma_tussi#flight-1&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; For the boosters I think of something completely different, thick fat smoke&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; plume, a lot of work :(&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; *Your  solar panels materials are too ambient/emissive, reminding LCD screens&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; use fresnel and albedo with conserve_energy wherever possible... one specificity&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; with solar panels if they are modeled as simple geometries, should have very&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; (maximal) complex texture:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I would use a finish map trick (two textures with different finishes, in the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; entries of a texture_map factored by a (cell/contrasted leopard) pattern with a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; recusion level if possible to do the less regular, much smaller sparky freckles.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; use this pattern to separate cells and freckles of higher reflectivity from&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; their intervals. halving that reflectivity within cells but bearing both a phong&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; *and* a specular with each half of that value, to indicate a layered&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; transparency but use irisdescence to indicate metallic reflectivity (very low&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; turbulence) in the cells finish use metallic keyword for specularities to have&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; another layer with metallic colored spec/reflections and each phong/specular&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; should have different size/roughness.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Same problem, ugliest parts first.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I quickly conjured up the solar cells and put more emphasis on the movements.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Textures and details are my biggest weakness anyway. It's just very tedious in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Povray to change a texture a bit, render, see what has happened, change again,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; look... Wish there was a better way, or a tool.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; * I think for landing you need a very tiny slight vibration or shake both of the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; camera and the ship (its solar panels could even buldge slightly with  respect&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; to main frame, currenly, everything is too clean to give any sense of weight and&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; the miracle of lifting/damping it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes, its on my list.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Its to clean and smooth, will work on it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; * The cloud cover should use scattering(only) media, its the very situation&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; where you need them to look good as seen from afar and crossed through.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; https://www.geocities.ws/evilsnack/tut01.htm&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;
https://news.povray.org/povray.binaries.images/thread/%3Cweb.4dad7d3b9549be2894d713cc0%40news.povray.org%3E/&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;
https://news.povray.org/povray.binaries.images/thread/%3C4d5df00c%40news.povray.org%3E/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks for the links! Especially the first one, the tutorial is very helpful.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You will hardly believe it, but I have tried clouds in the last few days, see&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; result in the picture. Several clouds in side view and from above, with slight&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; changes.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; *(sorry I forgot a point, but I'm sure the next iterations will refocus :-P )&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You forgot about 100 points :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have so many ideas what to do.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I could work on it for the next years.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ma&lt;/span&gt;

The cloud on the right , I suppose has the highest quality settings and render
time? It looks much better ... But if the one directly on its left is much
faster, it is still quite an acceptable result ! Maybe there is a bug, but we
see the bounding sphere with a darker shade... This may be a problem. have you
played with RGBF vs RGBT vs RGBFT for colors? also if you use both a scattering
and absorption, maybe using just one of those would suppress the issue?
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 17 Jun 2025 07:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Maetes] Re: Tussi - Flight No. 2 [302 days 2 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Mr&amp;quot; &amp;lt;m******r******at_hotmail_dot_fr&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; * The cloud cover should use scattering(only) media, its the very situation&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; where you need them to look good as seen from afar and crossed through.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.geocities.ws/evilsnack/tut01.htm&lt;/span&gt;


Thanks again for the link.
I haven't tested the clouds so far, but there is a rock generator on the page.
It randomly creates meshes for handsome, non-round rocks, with which I have made
my moon surface a bit prettier.
https://www.geocities.ws/evilsnack/inc.htm

The stones in the picture are all of one mesh, just different sizes and rotates.
My lunar surface is not perfect, but out of the Ugly-Top-3.

Have a nice day,
Ma
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 8 Jun 2025 12:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Maetes] Re: Tussi - Flight No. 2 [303 days 5 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Mr&amp;quot; &amp;lt;m******r******at_hotmail_dot_fr&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here's some nitpicking:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; * It feels your materials for lateral propulsion (whiter ones) are not emissive,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; nor fading too transparency enough, too flat opaque.&lt;/span&gt;

You're absolutely right. However, I usually tackle the ugliest detail first. If
you compare Movie 1 and Movie 2, you'll see that the flame of the main engine
was even uglier.
See:
https://www.maetes.com/en/povray-os/ma_tussi#flight-1

For the boosters I think of something completely different, thick fat smoke
plume, a lot of work :(


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; *Your  solar panels materials are too ambient/emissive, reminding LCD screens&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; use fresnel and albedo with conserve_energy wherever possible... one specificity&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with solar panels if they are modeled as simple geometries, should have very&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (maximal) complex texture:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I would use a finish map trick (two textures with different finishes, in the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; entries of a texture_map factored by a (cell/contrasted leopard) pattern with a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; recusion level if possible to do the less regular, much smaller sparky freckles.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; use this pattern to separate cells and freckles of higher reflectivity from&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; their intervals. halving that reflectivity within cells but bearing both a phong&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; *and* a specular with each half of that value, to indicate a layered&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; transparency but use irisdescence to indicate metallic reflectivity (very low&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; turbulence) in the cells finish use metallic keyword for specularities to have&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; another layer with metallic colored spec/reflections and each phong/specular&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; should have different size/roughness.&lt;/span&gt;

Same problem, ugliest parts first.
I quickly conjured up the solar cells and put more emphasis on the movements.

Textures and details are my biggest weakness anyway. It's just very tedious in
Povray to change a texture a bit, render, see what has happened, change again,
look... Wish there was a better way, or a tool.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; * I think for landing you need a very tiny slight vibration or shake both of the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; camera and the ship (its solar panels could even buldge slightly with  respect&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to main frame, currenly, everything is too clean to give any sense of weight and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the miracle of lifting/damping it.&lt;/span&gt;

Yes, its on my list.
Its to clean and smooth, will work on it.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; * The cloud cover should use scattering(only) media, its the very situation&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; where you need them to look good as seen from afar and crossed through.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.geocities.ws/evilsnack/tut01.htm&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
https://news.povray.org/povray.binaries.images/thread/%3Cweb.4dad7d3b9549be2894d713cc0%40news.povray.org%3E/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
https://news.povray.org/povray.binaries.images/thread/%3C4d5df00c%40news.povray.org%3E/&lt;/span&gt;

Thanks for the links! Especially the first one, the tutorial is very helpful.
You will hardly believe it, but I have tried clouds in the last few days, see
result in the picture. Several clouds in side view and from above, with slight
changes.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; *(sorry I forgot a point, but I'm sure the next iterations will refocus :-P )&lt;/span&gt;

You forgot about 100 points :)
I have so many ideas what to do.
I could work on it for the next years.

Ma
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 7 Jun 2025 09:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Maetes] Re: Tussi - Flight No. 2 [303 days 6 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yadgar=22_Bleimann?= &amp;lt;yaz###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 27.04.25 10:01, Maetes wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Stands for Tiny Ugly Science Satellite (and) Impactor.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; O.k., that's obvious!&lt;/span&gt;

Isn't it?


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; What about attaching a Colognian Space Agency&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; plate containing the &amp;quot;crowns and flames&amp;quot; coat-of-arms to its hull?&lt;/span&gt;

That's a really fantastic idea! I thought it was silly to put a NASA or ESA
sticker on it, but something with Cologne would be a great thing.
That's what I keep in mind for my launch vehicle - Vulture 9.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Wiesu heiss dat Dingen dann Tussi? Usssinn deit dat Dingen wie en&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Muelltonn foer zom Mohnd zo fleje... is die Queen vun dr Ihrestross jetzt&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; bei dr NASA? Leck misch in dr Taesch...&lt;/span&gt;

Ne koelsche Jung immen Povray-Forum, isch waerd jeck!
Koennemer jlatt ne koelner Povray-Symposium abhalde.
Jross zeroeck!

NIE MEEEEEHR ZWEITE LIGA!
Prost
Ma

PS: Wie hast du es geschafft, hier Umlaute reinzubringen?
Musste die aller per Hand ersetzen. Zeilen mit Umlauten wurden einfach
geloescht.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 7 Jun 2025 09:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: Tussi - Flight No. 2 [303 days 21 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;Hi(gh)!

On 27.04.25 10:01, Maetes wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stands for Tiny Ugly Science Satellite (and) Impactor.&lt;/span&gt;

O.k., that's obvious! What about attaching a Colognian Space Agency 
plate containing the &amp;quot;crowns and flames&amp;quot; coat-of-arms to its hull?

See you in Khyberspace!

Yadgar

-- 
VBI BENE, IBI BACTRIA!
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 6 Jun 2025 17:44:28 GMT</pubDate>
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	</item>
	<item>
		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: Tussi - Flight No. 2 [303 days 21 hours and 38 minutes ago]</title>
		<description>
&lt;pre&gt;On 26.04.25 23:10, Maetes wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I love Povray animations.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.maetes.com/en/blog/tussi_flight_number_2_povray&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have given a year-old film various upgrades.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Far from perfect, but looks much nicer.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Does anyone have ideas or half-finished scripts for:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - Earth surface&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - Moon surface&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - Cloudcover (during launch)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have a nice day (sunny and warm days ahead in Cologne/Germany)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Martin&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://bsky.app/profile/martinseydler.bsky.social&lt;/span&gt;

Wiesu hei&amp;#195;&amp;#159; dat Dingen dann Tussi? Usssinn deit dat Dingen wie en 
M&amp;#195;&amp;#188;lltonn f&amp;#195;&amp;#182;r zom Mohnd zo fleje... is die Queen vun dr
Ihrestro&amp;#195;&amp;#159; jetzt 
bei dr NASA? Leck misch in dr T&amp;#195;&amp;#164;sch...

&amp;#195;&amp;#132;wwer lauw&amp;#195;&amp;#164;rm *r&amp;#195;&amp;#188;lps*!

Jattgahr, d&amp;#195;&amp;#164; k&amp;#195;&amp;#182;lsche Krat!

-- 
VBI BENE, IBI BACTRIA!
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 6 Jun 2025 17:40:18 GMT</pubDate>
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	</item>
	<item>
		<title>[Mr] Re: Tussi - Flight No. 2 [304 days 7 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I love Povray animations.&lt;/span&gt;

You know what, we can feel your joy through the result it's motivational to
watch, and not only because of the music !
The colors of the space and planets may well be spot on.



&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Does anyone have ideas or half-finished scripts for:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - Earth surface&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - Moon surface&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - Cloudcover (during launch)&lt;/span&gt;


Here's some nitpicking:
* It feels your materials for lateral propulsion (whiter ones) are not emissive,
nor fading too transparency enough, too flat opaque.

*Your  solar panels materials are too ambient/emissive, reminding LCD screens
use fresnel and albedo with conserve_energy wherever possible... one specificity
with solar panels if they are modeled as simple geometries, should have very
(maximal) complex texture:
I would use a finish map trick (two textures with different finishes, in the
entries of a texture_map factored by a (cell/contrasted leopard) pattern with a
recusion level if possible to do the less regular, much smaller sparky freckles.
use this pattern to separate cells and freckles of higher reflectivity from
their intervals. halving that reflectivity within cells but bearing both a phong
*and* a specular with each half of that value, to indicate a layered
transparency but use irisdescence to indicate metallic reflectivity (very low
turbulence) in the cells finish use metallic keyword for specularities to have
another layer with metallic colored spec/reflections and each phong/specular
should have different size/roughness.

* I think for landing you need a very tiny slight vibration or shake both of the
camera and the ship (its solar panels could even buldge slightly with  respect
to main frame, currenly, everything is too clean to give any sense of weight and
the miracle of lifting/damping it.

* The cloud cover should use scattering(only) media, its the very situation
where you need them to look good as seen from afar and crossed through.
https://www.geocities.ws/evilsnack/tut01.htm
https://news.povray.org/povray.binaries.images/thread/%3Cweb.4dad7d3b9549be2894d713cc0%40news.povray.org%3E/
https://news.povray.org/povray.binaries.images/thread/%3C4d5df00c%40news.povray.org%3E/

*(sorry I forgot a point, but I'm sure the next iterations will refocus :-P )
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 6 Jun 2025 08:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Maetes] Re: Tussi - Flight No. 2 [334 days 5 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks! Download it already. The reason I didn't put those cords in was probably&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; time. I made that for a contest. I other thing to worry about and it looked&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; good.&lt;/span&gt;

No problem, I know the time required only too well. I saw the small mistakes and
just HAD to fix them. But it was a nice division of labor, I think.

I stopped when I was thinking about an unfolding process, and that would cost me
days again :)

ma
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 7 May 2025 09:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: Tussi - Flight No. 2 [334 days 15 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Will send you the code when ready.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here the code for now.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Maybe I will do some more in the next days.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Gr&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ma&lt;/span&gt;

Thanks! Download it already. The reason I didn't put those cords in was probably
time. I made that for a contest. I other thing to worry about and it looked
good.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 6 May 2025 23:20:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.681a99039555a195763de64bf712fc00%40news.povray.org%3E/#%3Cweb.681a99039555a195763de64bf712fc00%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Maetes] Re: Tussi - Flight No. 2 [335 days 1 hour and 19 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Will send you the code when ready.&lt;/span&gt;

Here the code for now.
Maybe I will do some more in the next days.

Gr
Ma
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 6 May 2025 14:00:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.681a153c9555a19522e4b3f730225ff5%40news.povray.org%3E/#%3Cweb.681a153c9555a19522e4b3f730225ff5%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Maetes] Re: Tussi - Flight No. 2 [335 days 15 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And don't worry about the skull. One day when less expected, Wham it'll come to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you.&lt;/span&gt;

I worked far longer than week on the robot AND THAT DID NOT HAPPEN !!!

- - -

Parachute successfully opened!

I fixed some small errors (missing cords in the gap, ...) and will make it more
variable in the next days, but so far the chute looks cute :)

Will send you the code when ready.

Thanks for that.
To build that from scratch would cost much more time.

Ma
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 5 May 2025 23:55:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.68194f819555a19522e4b3f730225ff5%40news.povray.org%3E/#%3Cweb.68194f819555a19522e4b3f730225ff5%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.68194f819555a19522e4b3f730225ff5%40news.povray.org%3E/#%3Cweb.68194f819555a19522e4b3f730225ff5%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Leroy] Re: Tussi - Flight No. 2 [336 days 19 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And the damn skull, I hadn't even touched it yet.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And... and... AND...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Not a bad bot. You could make an army of them!
And don't worry about the skull. One day when less expected, Wham it'll come to
you.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The parachute would be cool, but please please don't waste hours and days. Maybe&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I won't use it or only in x months. If it's easy to extract - great, if not,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; don't do it.&lt;/span&gt;

It was very easy and small. Here it is:

 #declare PPig=pigment{radial color_map{[0 Black][.1 Tan]
                    [.3 rgb&amp;lt;.9,.9,.85&amp;gt;][.6 rgb&amp;lt;.9,.8,.85&amp;gt;]
                    [.9 Tan][1 Black]}
                    frequency 20}
 #declare Para= union{sphere{0,4 translate y*2
                    clipped_by{ box {&amp;lt;-4.1,4.4,-4.1&amp;gt;,&amp;lt;4.1,5.9,4.1&amp;gt;}}}
                    sphere{0,4 translate y*2
                    clipped_by{ box {&amp;lt;-4.1,3.5,-4.1&amp;gt;,&amp;lt;4.1,2,4.1&amp;gt;}}}
                    cone{y*2,4,-y*.25,3.9 open}
                    }
#declare ParaChute=
 union{
  object{Para pigment{PPig} translate y*50}
  sphere{0,1 scale&amp;lt;1,.25,1&amp;gt; translate y*25 pigment{rgb&amp;lt;.25,.15,.25&amp;gt;}}

 //cords
   #declare Cnt = 0;
  #while (Cnt &amp;lt; 360)
   cylinder{0,&amp;lt;4,20,0&amp;gt;,.05 rotate y*Cnt pigment{Tan*.5} translate y*30}
  #declare Cnt = Cnt+20;
  #end
   cone{y*25,.15,y*31,.2 pigment{rgb 0}}//short link
   cylinder{0,y*30,.15 pigment{rgb 0}}//long link
 }

Straight from the code, It is fairly long 50 or so POV units.

Have Fun!
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 4 May 2025 19:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Tussi - Flight No. 2 [337 days 1 hour and 39 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;  The robot ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And the damn skull, I hadn't even touched it yet.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And... and... AND...&lt;/span&gt;

&amp;quot;bonus&amp;quot; for a good name, _v_ nice.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 4 May 2025 13:40:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.68176d689555a195721a48e56cde94f1%40news.povray.org%3E/#%3Cweb.68176d689555a195721a48e56cde94f1%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Maetes] Re: Tussi - Flight No. 2 [337 days 3 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  The robot was one of the my first. I was still trying to set up the frame to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frame pose animation and get things organize. A Robot is a complicated object.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And to get one moving even more complicated.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  There's about 60 variables to make a robot. So I cut a robot into 3 parts&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Body,Face,Hands. Each of these have their own pose files and object files. The&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; object file would take the pose variables and make the part.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  I better watch it or I'll write a whole page of nothing but how to build and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animate robots. To make a long story longer. I have to say I have a Robot&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Factory now that can combine different bodies,heads and hands into a BOT and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; then animate it. But I'm never satisfied I keep adding on to it.&lt;/span&gt;

I solved so many really tricky problems one after the other, only to find that I
hadn't even done a quarter of the way.

It started with from where to where build it up. This affects how it behaves in
not-standing positions (e.g. leaning to the side, jumping,...) and how he can be
controlled.

And then, of course, the appearance, how the individual parts can be human-like.

And the damn skull, I hadn't even touched it yet.

And... and... AND...


&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  As for the code It's on my other computer and it's isolated. That is I need to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; load stuff to a flash drive to get to this computer. The code large &amp;amp; might call&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; somethings long gone. I haven't rerun it all. But what I did stopped. But the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; parachute show be easy to get. Just how much do ya want?&lt;/span&gt;

The parachute would be cool, but please please don't waste hours and days. Maybe
I won't use it or only in x months. If it's easy to extract - great, if not,
don't do it.

Gr
Ma
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 4 May 2025 11:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: Tussi - Flight No. 2 [337 days 20 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;js&amp;quot; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I knew the video!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have seen it month or even years before.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; From 2005? How long did you render ... a week?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Nice work.&lt;/span&gt;

You're Right about the date. A few years latter I add the audio. The render time
was about 34 hours, not counting putting it all together into a mpg. I found the
code for IT with no problem (well I did forget the name it was saved under).
Likely some time in the pass I put all my animations in a folder on my XP.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have also tried my hand at a humanoid robot, but the work did not stop and did&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; not stop. But I would love to have one, or even a human figure. Wouldn't have to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; be lifelike. Better a little comic than badly realistic.&lt;/span&gt;

 The robot was one of the my first. I was still trying to set up the frame to
frame pose animation and get things organize. A Robot is a complicated object.
And to get one moving even more complicated.
 There's about 60 variables to make a robot. So I cut a robot into 3 parts
Body,Face,Hands. Each of these have their own pose files and object files. The
object file would take the pose variables and make the part.
 I better watch it or I'll write a whole page of nothing but how to build and
animate robots. To make a long story longer. I have to say I have a Robot
Factory now that can combine different bodies,heads and hands into a BOT and
then animate it. But I'm never satisfied I keep adding on to it.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If it's not too much work, see if you can find the code. I, on the other hand,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; cannot promise that I will use any of it in the near future, so don't hurry. You&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; won't believe it, I like the parachute, I might need it soon :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

 As for the code It's on my other computer and it's isolated. That is I need to
load stuff to a flash drive to get to this computer. The code large &amp;amp; might call
somethings long gone. I haven't rerun it all. But what I did stopped. But the
parachute show be easy to get. Just how much do ya want?

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; We Povrayers should exchange or provide much more code anyway, there are so few&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of us.&lt;/span&gt;

I thought we ruled the world!
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 3 May 2025 18:25:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.68165e4b9555a1956f0191d9f712fc00%40news.povray.org%3E/#%3Cweb.68165e4b9555a1956f0191d9f712fc00%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Maetes] Re: Tussi - Flight No. 2 [339 days 17 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;js&amp;quot; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I look forward to further work by you.&lt;/span&gt;

You will hear from me! (Schwarzenegger-voice)


&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The Mars video I made is on my website http://leroyw.byethost15.com&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It's under 'Videos' name 'Exploring Mars'(of course)&lt;/span&gt;

I knew the video!
Have seen it month or even years before.
From 2005? How long did you render ... a week?
Nice work.

I have also tried my hand at a humanoid robot, but the work did not stop and did
not stop. But I would love to have one, or even a human figure. Wouldn't have to
be lifelike. Better a little comic than badly realistic.

If it's not too much work, see if you can find the code. I, on the other hand,
cannot promise that I will use any of it in the near future, so don't hurry. You
won't believe it, I like the parachute, I might need it soon :)

We Povrayers should exchange or provide much more code anyway, there are so few
of us.

Gr
Ma
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 1 May 2025 22:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: Tussi - Flight No. 2 [342 days 17 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Here's a place I used for the bump map of the moon!&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; http://planetpixelemporium.com/earth8081.html&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Sorry Leroy, I misunderstood your answer or you misunderstood my request.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I need nice environments for take-off and landing. In the case of the moon,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; something with gentle hills, which should also look like a lunar landscape in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; terms of coloring. I haven't been able to do it properly so far.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Even an attempt to use the global maps for this only cost me hours of time.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have enough sources for views from orbit. Moon and Mars with horizontal&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; resolutions &amp;gt; 16,000 pixels.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ma&lt;/span&gt;

I understood what you wanted to Land and maybe take off from the moon. I landed
on mars awhile back. What I did is take just a part the 'bump_map' that I needed
and turn it into an height_field and then use the matching part of an
'image_map' for the pigment. I thought the Web address I gave you had both.

The Mars video I made is on my website http://leroyw.byethost15.com
It's under 'Videos' name 'Exploring Mars'(of course)

I wish I could tell how it was all done but it was a looooooooog time ago and
I've sleep since then. If you need the code I can look it up.

Have Fun!
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 28 Apr 2025 21:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Tussi - Flight No. 2 [342 days 22 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Acronyms are very important in the space-industry.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Do you KRUSTY? Or DUFF?&lt;/span&gt;

when I read &amp;quot;DUFF&amp;quot;, I &amp;quot;saw&amp;quot; Homer &amp;amp; Barney raising their cans &amp;lt;/grin&amp;gt;.
(and no, hadn't known either acronym before)


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In german language &amp;quot;Tussi&amp;quot; means something like &amp;quot;underfunded diva&amp;quot;. Fits&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; perfectly, because working with the space probe is sometimes really annoying.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If I didn't have burnout in my bones and could use the time better, I would&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; create entire comic animations. I have a lot of ideas, let's see how far I get.&lt;/span&gt;

typo cosmic I guess.  a recent Quanta article had what looked like a usable map
of Io.
&amp;lt;www.quantamagazine.org/whats-going-on-inside-io-jupiters-volcanic-moon-20250425/&amp;gt;

I look forward to further work by you.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 28 Apr 2025 16:20:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.680faa099555a195721a48e56cde94f1%40news.povray.org%3E/#%3Cweb.680faa099555a195721a48e56cde94f1%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Maetes] Re: Tussi - Flight No. 2 [343 days 17 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here's a place I used for the bump map of the moon!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://planetpixelemporium.com/earth8081.html&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;


Sorry Leroy, I misunderstood your answer or you misunderstood my request.

I need nice environments for take-off and landing. In the case of the moon,
something with gentle hills, which should also look like a lunar landscape in
terms of coloring. I haven't been able to do it properly so far.

Even an attempt to use the global maps for this only cost me hours of time.

I have enough sources for views from orbit. Moon and Mars with horizontal
resolutions &amp;gt; 16,000 pixels.

Ma
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Apr 2025 22:15:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.680eabda9555a1956ac5148830225ff5%40news.povray.org%3E/#%3Cweb.680eabda9555a1956ac5148830225ff5%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.680eabda9555a1956ac5148830225ff5%40news.povray.org%3E/#%3Cweb.680eabda9555a1956ac5148830225ff5%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Maetes] Re: Tussi - Flight No. 2 [343 days 17 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here's a place I used for the bump map of the moon!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://planetpixelemporium.com/earth8081.html&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; P.S You have a Nice video!&lt;/span&gt;

Thanks.
His Earth looks really good.
One of my (many) next projects :(
Sources for moon-maps I have (USGS).
But the complete pluto-maps are new to me.


&amp;quot;JR&amp;quot; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; thank you for expanding the acronym.&lt;/span&gt;

Acronyms are very important in the space-industry.
Do you KRUSTY? Or DUFF?
https://en.wikipedia.org/wiki/Kilopower

In german language &amp;quot;Tussi&amp;quot; means something like &amp;quot;underfunded diva&amp;quot;. Fits
perfectly, because working with the space probe is sometimes really annoying.

If I didn't have burnout in my bones and could use the time better, I would
create entire comic animations. I have a lot of ideas, let's see how far I get.

The Animation below shows Cif - Camera Installation Front.
Yes, I know, there is still a long way to go.

Nice evening,
Martin
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Apr 2025 22:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: Tussi - Flight No. 2 [343 days 22 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I love Povray animations.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.maetes.com/en/blog/tussi_flight_number_2_povray&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have given a year-old film various upgrades.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Far from perfect, but looks much nicer.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Does anyone have ideas or half-finished scripts for:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - Earth surface&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - Moon surface&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - Cloudcover (during launch)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have a nice day (sunny and warm days ahead in Cologne/Germany)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Martin&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://bsky.app/profile/martinseydler.bsky.social&lt;/span&gt;

Here's a place I used for the bump map of the moon!

http://planetpixelemporium.com/earth8081.html

Have fun!

P.S You have a Nice video!
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Apr 2025 16:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Tussi - Flight No. 2 [343 days 23 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You're totally wrong:&lt;/span&gt;

has happened before.. &amp;lt;/grin&amp;gt;


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stands for Tiny Ugly Science Satellite (and) Impactor.&lt;/span&gt;

thank you for expanding the acronym.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The ANIMATION / VIDEO you can be found on the Website !!!!!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^&lt;/span&gt;

got it ;-).


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Apr 2025 15:30:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.680e4c8c9555a195721a48e56cde94f1%40news.povray.org%3E/#%3Cweb.680e4c8c9555a195721a48e56cde94f1%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.680e4c8c9555a195721a48e56cde94f1%40news.povray.org%3E/#%3Cweb.680e4c8c9555a195721a48e56cde94f1%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Maetes] Re: Tussi - Flight No. 2 [344 days 7 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; question - why &amp;quot;Tussi&amp;quot; ?  (a not-quite girlfriend, iirc)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;

You're totally wrong:
Stands for Tiny Ugly Science Satellite (and) Impactor.

The ANIMATION / VIDEO you can be found on the Website !!!!!

https://www.maetes.com/en/blog/tussi_flight_number_2_povray

Here ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

ma
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Apr 2025 08:05:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.680de4559555a1956ac5148830225ff5%40news.povray.org%3E/#%3Cweb.680de4559555a1956ac5148830225ff5%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[jr] Re: Tussi - Flight No. 2 [344 days 8 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Maetes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I love Povray animations.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have a nice day (sunny and warm days ahead in Cologne/Germany)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Martin&lt;/span&gt;

thanks, and enjoy the rest of your weekend.  I (very much) like the still you
posted.

question - why &amp;quot;Tussi&amp;quot; ?  (a not-quite girlfriend, iirc)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Apr 2025 06:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Maetes] Tussi - Flight No. 2 [344 days 18 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;I love Povray animations.

https://www.maetes.com/en/blog/tussi_flight_number_2_povray

I have given a year-old film various upgrades.
Far from perfect, but looks much nicer.

Does anyone have ideas or half-finished scripts for:
- Earth surface
- Moon surface
- Cloudcover (during launch)
?

Have a nice day (sunny and warm days ahead in Cologne/Germany)
Martin

https://bsky.app/profile/martinseydler.bsky.social
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 26 Apr 2025 21:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Some bivariate slices of rational Bezier tri... [367 days 2 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Tor Olav Kristensen&amp;quot; &amp;lt;tor###&amp;nbsp;[at]&amp;nbsp;TOBEREMOVEDgmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
https://en.wikipedia.org/wiki/Dupin_cyclide#Dupin_cyclides_and_geometric_inversions
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That's some interesting transforms.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It would be an interesting exercise to experiment with them.&lt;/span&gt;

I think you get a lot of bang for your buck.
Check out the &amp;quot;Pappus Chain&amp;quot; thread.

&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; So you could start with a cylinder, invert it into a torus, and then re-invert&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; it into a cone.  :D  Invert it again into a Dupin cyclide, and then you could&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; invert a final time back to the original cylinder and have QUITE the cyclic&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; animation!&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm not sure if I'm able to follow your line of thinking - sorry.&lt;/span&gt;

If you follow the diagrams, you'll see that the inversion sphere is a kind of
geometric mirror. And depending upon how the shape and sphere are oriented to
one another, you can get different results.  It's quite the &amp;quot;fun house&amp;quot; mirror.

So my thought was:

A Dupin cyclide can be obtained by inversion of either a ring torus, a cylinder,
or a cone.
Start with a ring torus and invert it to a Dupin cyclide through the appropriate
inversion sphere.
But now, since a Dupin cyclide can be inverted to a cylinder, invert it through
a different sphere to get the cylinder.
Then invert it back to a different Dupin cyclide with yet another inversion
sphere,
and then invert it to a cone with another sphere.
That can be inverted to a Dupin cyclide again,
which can be inverted to the original ring torus.

The real trick is to calculate the parameters of the shapes and the inversion
sphere to get the desired shapes upon each new inversion.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You can hold any of u, v and w constant and then vary the remaining&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ones with code or by the clock. The result could be a point, a curve,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a patch or a kind of &amp;quot;solid&amp;quot;.&lt;/span&gt;

OK, I think I had plain vanilla Bezier surfaces in my mind when you were working
with rational (weighted) Bezier patches.

I will now return you to your regularly scheduled programming.  :)

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 4 Apr 2025 12:25:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.67efcf007ae1950525b4de9225979125%40news.povray.org%3E/#%3Cweb.67efcf007ae1950525b4de9225979125%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Tor Olav Kristensen] Re: Some bivariate slices of rational Bezier tri... [367 days 15 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Tor Olav Kristensen&amp;quot; &amp;lt;tor###&amp;nbsp;[at]&amp;nbsp;TOBEREMOVEDgmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; Have you thought about geometrically inverting the patches to become a cylinder&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; or a cone?  :D&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I'm not sure what you mean by &amp;quot;inverting the patches&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I have not yet made cones with Bezier patches. But I have made&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; cylinders. This document shows an example:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;
https://github.com/t-o-k/Maxima-bezier/blob/main/cylinder_made_with_4_rational_bezier_surfaces_3d.pdf&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://en.wikipedia.org/wiki/Dupin_cyclide#Dupin_cyclides_and_geometric_inversions&lt;/span&gt;

That's some interesting transforms.

It would be an interesting exercise to experiment with them.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So you could start with a cylinder, invert it into a torus, and then re-invert&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; it into a cone.  :D  Invert it again into a Dupin cyclide, and then you could&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; invert a final time back to the original cylinder and have QUITE the cyclic&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The attached image shows the 3x3x3 = 3x9 = 27 control points for&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; two of the patches in the animation. Note that the patches do&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; not get very close to the 9 cyan &amp;quot;intermediate&amp;quot; control points.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ah yes - that makes it much clearer.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Though if you're interpolating between control grids composed of u,w&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; coordinates, via splines controlled by u, then technically u and w are&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; parametric equations in u even not explicitly written that way.   Right? (?)&lt;/span&gt;

I'm not sure if I'm able to follow your line of thinking - sorry.

You can hold any of u, v and w constant and then vary the remaining
ones with code or by the clock. The result could be a point, a curve,
a patch or a kind of &amp;quot;solid&amp;quot;.

E.g.:
If you let u be a constant, let v be controlled by the clock - and
vary w with some code, then a bicubic Bezier curve that wiggles
around within the 3x3x3 grid can be shown (in an animation).


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Beautiful work as always.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I always enjoy the ballet of the math and graphics, and admire and appreciate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the skill and discipline to make it all happen.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm glad you had the free time to put this one together.  :)&lt;/span&gt;

Thank you very much Bill!

    =)

--
Tor Olav
http://subcube.com
https://github.com/t-o-k
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 4 Apr 2025 00:05:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.67ef211e7ae1950543a63f5189db30a9%40news.povray.org%3E/#%3Cweb.67ef211e7ae1950543a63f5189db30a9%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Some bivariate slices of rational Bezier tri... [375 days 15 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Tor Olav Kristensen&amp;quot; &amp;lt;tor###&amp;nbsp;[at]&amp;nbsp;TOBEREMOVEDgmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Have you thought about geometrically inverting the patches to become a cylinder&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; or a cone?  :D&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm not sure what you mean by &amp;quot;inverting the patches&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have not yet made cones with Bezier patches. But I have made&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; cylinders. This document shows an example:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
https://github.com/t-o-k/Maxima-bezier/blob/main/cylinder_made_with_4_rational_bezier_surfaces_3d.pdf&lt;/span&gt;

https://en.wikipedia.org/wiki/Dupin_cyclide#Dupin_cyclides_and_geometric_inversions

So you could start with a cylinder, invert it into a torus, and then re-invert
it into a cone.  :D  Invert it again into a Dupin cyclide, and then you could
invert a final time back to the original cylinder and have QUITE the cyclic
animation!

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The attached image shows the 3x3x3 = 3x9 = 27 control points for&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; two of the patches in the animation. Note that the patches do&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; not get very close to the 9 cyan &amp;quot;intermediate&amp;quot; control points.&lt;/span&gt;

Ah yes - that makes it much clearer.

Though if you're interpolating between control grids composed of u,w
coordinates, via splines controlled by u, then technically u and w are
parametric equations in u even not explicitly written that way.   Right? (?)

Beautiful work as always.
I always enjoy the ballet of the math and graphics, and admire and appreciate
the skill and discipline to make it all happen.

I'm glad you had the free time to put this one together.  :)

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 26 Mar 2025 23:45:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.67e491407ae195051f9dae3025979125%40news.povray.org%3E/#%3Cweb.67e491407ae195051f9dae3025979125%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.67e491407ae195051f9dae3025979125%40news.povray.org%3E/#%3Cweb.67e491407ae195051f9dae3025979125%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Tor Olav Kristensen] Re: Some bivariate slices of rational Bezier tri... [375 days 15 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 3/26/25 07:48, Tor Olav Kristensen wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Here all the boxes are drawn &amp;quot;within&amp;quot; a quadrivariate (u, v, w, t), where the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; animation clock controls the t parameter.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I like it! Cool.&lt;/span&gt;

Thank you Bill!

--
Tor Olav
http://subcube.com
https://github.com/t-o-k
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 26 Mar 2025 23:20:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.67e48b967ae1950543a63f5189db30a9%40news.povray.org%3E/#%3Cweb.67e48b967ae1950543a63f5189db30a9%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.67e48b967ae1950543a63f5189db30a9%40news.povray.org%3E/#%3Cweb.67e48b967ae1950543a63f5189db30a9%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Tor Olav Kristensen] Re: Some bivariate slices of rational Bezier tri... [375 days 15 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi TOK,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'll have to wait until I'm home to access dataduppedings.no/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; But in the meantime,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The attached animation shows 5 x 3 = 15 animated bivariate patches.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Each patch is drawn &amp;quot;within&amp;quot; a trivariate (u, v, w) whose control grid consists&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; of 3x3x3 = 27 points.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So, they are quadratic Bezier surfaces?&lt;/span&gt;

Yes, rational quadratic Bezier surfaces.


&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Each patch is drawn by varying both the v and w parameters of the trivariate&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; from 0.0 to 1.0, while the animation clock, running from 0.0 to 1.0, is&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; controlling the u parameter.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and then the u parameter gets interpolated between its 3 control points along an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;orthogonal&amp;quot; quadratic Bezier spline.  And I'm assuming that v and w are&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; parametric equations of u.&lt;/span&gt;

The corners of the patches are influenced by 3 points only - and
the edges of the patches are influenced by 9 points.

But elsewhere in the patches all 27 control points are used in the
calculations (if I have understood this correctly).

And v and w are not parametric equations of u.

Here's some untested and non optimal code that shows the roles of
u, v and w:

#declare QuadraticBlendFns =
    array[3] {
        function(s) { (1 - s)*(1 - s) },
        function(s) { (1 - s)*s },
        function(s) { s*s }
    }
;

#macro TrivariateQuadraticBezierFunction(CC)

    function(_u, _v, _w) {
        0.0
        #for (K, 0, 2)
            #for (J, 0, 2)
                #for (I, 0, 2)
                    +
                    QuadraticBlendFns[I](_u)
                    *
                    QuadraticBlendFns[J](_v)
                    *
                    QuadraticBlendFns[K](_w)
                    *
                    CC[I][J][K]
                #end // for
            #end // for
        #end // for
    }

#end // macro TrivariateQuadraticBezierFunction


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That's pretty cool.&lt;/span&gt;

Thank you =)


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have you thought about geometrically inverting the patches to become a cylinder&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; or a cone?  :D&lt;/span&gt;

I'm not sure what you mean by &amp;quot;inverting the patches&amp;quot;.

I have not yet made cones with Bezier patches. But I have made
cylinders. This document shows an example:

https://github.com/t-o-k/Maxima-bezier/blob/main/cylinder_made_with_4_rational_bezier_surfaces_3d.pdf

Here's some more untested code that shows how to use the clock
to &amp;quot;slice&amp;quot; the trivariate functions into bivariate functions.

XX, YY and ZZ are 3x3x3 arrays with the X, Y and coordinates
of the 3x3x3 control points.

#declare TrivariateFnX = TrivariateQuadraticBezierFunction(XX);
#declare TrivariateFnY = TrivariateQuadraticBezierFunction(YY);
#declare TrivariateFnZ = TrivariateQuadraticBezierFunction(ZZ);

#declare U = clock;

#declare BivariateFnX = function(_v, _w) { TrivariateFnX(U, _v, _w) };
#declare BivariateFnY = function(_v, _w) { TrivariateFnY(U, _v, _w) };
#declare BivariateFnZ = function(_v, _w) { TrivariateFnZ(U, _v, _w) };

#declare dV = 1/100;
#declare dW = 1/100;

#declare AnimatedMesh =
    mesh {
        #declare W0 = 0.0;
        #for (K, 1, 100)
            #declare W1 = W0 + dW;
            #declare V0 = 0.0;
            #for (J, 1, 100)
                #declare V1 = V0 + dV;
                #declare p00 =
                    &amp;lt;
                        BivariateFnX(V0, W0),
                        BivariateFnY(V0, W0),
                        BivariateFnZ(V0, W0)
                    &amp;gt;
                ;
                #declare p01 =
                    &amp;lt;
                        BivariateFnX(V0, W1),
                        BivariateFnY(V0, W1),
                        BivariateFnZ(V0, W1)
                    &amp;gt;
                ;
                #declare p10 =
                    &amp;lt;
                        BivariateFnX(V1, W0),
                        BivariateFnY(V1, W0),
                        BivariateFnZ(V1, W0)
                    &amp;gt;
                ;
                #declare p11 =
                    &amp;lt;
                        BivariateFnX(V1, W1),
                        BivariateFnY(V1, W1),
                        BivariateFnZ(V1, W1)
                    &amp;gt;
                ;
                triangle { p00, p10, p11 }
                triangle { p11, p01, p00 }
                #declare V0 = V1;
            #end // for
            #declare W0 = W1;
        #end // for
    }

The attached image shows the 3x3x3 = 3x9 = 27 control points for
two of the patches in the animation. Note that the patches do
not get very close to the 9 cyan &amp;quot;intermediate&amp;quot; control points.

--
Tor Olav
http://subcube.com
https://github.com/t-o-k
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 26 Mar 2025 23:20:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.67e488467ae1950543a63f5189db30a9%40news.povray.org%3E/#%3Cweb.67e488467ae1950543a63f5189db30a9%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Some bivariate slices of rational Bezier tri... [376 days and 34 minutes ago]</title>
		<description>
&lt;pre&gt;On 3/26/25 07:48, Tor Olav Kristensen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here all the boxes are drawn &amp;quot;within&amp;quot; a quadrivariate (u, v, w, t), where the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation clock controls the t parameter.&lt;/span&gt;

I like it! Cool.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 26 Mar 2025 14:45:14 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3C67e412fa%241%40news.povray.org%3E/#%3C67e412fa%241%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Some bivariate slices of rational Bezier tri... [376 days and 49 minutes ago]</title>
		<description>
&lt;pre&gt;Hi TOK,
I'll have to wait until I'm home to access dataduppedings.no/

But in the meantime,

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The attached animation shows 5 x 3 = 15 animated bivariate patches.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Each patch is drawn &amp;quot;within&amp;quot; a trivariate (u, v, w) whose control grid consists&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of 3x3x3 = 27 points.&lt;/span&gt;

So, they are quadratic Bezier surfaces?

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Each patch is drawn by varying both the v and w parameters of the trivariate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; from 0.0 to 1.0, while the animation clock, running from 0.0 to 1.0, is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; controlling the u parameter.&lt;/span&gt;

and then the u parameter gets interpolated between its 3 control points along an
&amp;quot;orthogonal&amp;quot; quadratic Bezier spline.  And I'm assuming that v and w are
parametric equations of u.



That's pretty cool.

Have you thought about geometrically inverting the patches to become a cylinder
or a cone?  :D


- BW
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 26 Mar 2025 14:30:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.67e40e727ae195056563700825979125%40news.povray.org%3E/#%3Cweb.67e40e727ae195056563700825979125%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Tor Olav Kristensen] Some bivariate slices of rational Bezier trivari... [376 days 3 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;Hi

The attached animation shows 5 x 3 = 15 animated bivariate patches.
Each patch is drawn &amp;quot;within&amp;quot; a trivariate (u, v, w) whose control grid consists
of 3x3x3 = 27 points.

Each patch is drawn by varying both the v and w parameters of the trivariate
from 0.0 to 1.0, while the animation clock, running from 0.0 to 1.0, is
controlling the u parameter.

This is analogous to what happens in this animation:
https://dataduppedings.no/subcube/POV-Ray/NURBS-Quadrivariate_Deformation.mpg

Here all the boxes are drawn &amp;quot;within&amp;quot; a quadrivariate (u, v, w, t), where the
animation clock controls the t parameter.

--
Tor Olav
http://subcube.com
https://github.com/t-o-k
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 26 Mar 2025 11:50:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.67e3e9897362a129c128a0cc89db30a9%40news.povray.org%3E/#%3Cweb.67e3e9897362a129c128a0cc89db30a9%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Test text animation for upcoming yuqk R19 [379 days 1 hour and 51 minutes ago]</title>
		<description>
&lt;pre&gt;On 3/22/25 12:23, Alain Martel wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That's some great improvement.&lt;/span&gt;

Thanks!

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 23 Mar 2025 13:27:32 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3C67e00c44%241%40news.povray.org%3E/#%3C67e00c44%241%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Alain Martel] Re: Test text animation for upcoming yuqk R19 [379 days 22 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;Le 2025-03-22 &amp;#195;&amp;#160; 07:56, William F Pokorny a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Attached a test animation which makes use of updates and fixes to the &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; text{} object in the upcoming R19 release of yuqk.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On the top, the traditional union{} of individual characters internally &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; created with text{}. On the bottom a new, optional, alternate merge{} &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; representation of the characters in the text{} string.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Also using the offset vector to start with all the characters &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; overlapping; after which using the animation clock to space them out &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; more normally with updates to the x component of the offset vector. A &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; fix for the z component of the offset vector necessary too, to avoid &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; coincident surfaces.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bill P.&lt;/span&gt;

That's some great improvement.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 22 Mar 2025 16:23:12 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3C67dee3f0%241%40news.povray.org%3E/#%3C67dee3f0%241%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[William F Pokorny] Test text animation for upcoming yuqk R19 [380 days 3 hours and 22 minutes ago]</title>
		<description>
&lt;pre&gt;Attached a test animation which makes use of updates and fixes to the 
text{} object in the upcoming R19 release of yuqk.

On the top, the traditional union{} of individual characters internally 
created with text{}. On the bottom a new, optional, alternate merge{} 
representation of the characters in the text{} string.

Also using the offset vector to start with all the characters 
overlapping; after which using the animation clock to space them out 
more normally with updates to the x component of the offset vector. A 
fix for the z component of the offset vector necessary too, to avoid 
coincident surfaces.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 22 Mar 2025 11:56:50 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3C67dea582%241%40news.povray.org%3E/#%3C67dea582%241%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[yesbird] Re: Lidar data visualization in VR [381 days 2 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;On 18/03/2025 22:08, yesbird wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This animation produced by rendering Paul Bourke's lidar&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; visualization scene and published with VR support:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://povlab.yesbird.online/pb/lidar_video.html&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; -- &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; YB&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Video now completed and contains 1201 frames (48.04 seconds)
in one direction.
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 21 Mar 2025 13:12:28 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Lidar data visualization in VR [383 days 20 hours and 10 minutes ago]</title>
		<description>
&lt;pre&gt;This animation produced by rendering Paul Bourke's lidar
visualization scene and published with VR support:
https://povlab.yesbird.online/pb/lidar_video.html
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 18 Mar 2025 19:08:22 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Looking at font file content as mp4 [390 days 20 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 3/10/25 10:02, jr wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ran into trouble straightaway (sorry).  ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ah, guessing you didn't run as an animation? (The +kff1311 at the top of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the boolObjPlay.pov file)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Me offering an excuse. :-) The scene should run frame 1 without using an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation setting. Change the line:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;

ok, got it, thanks.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 11 Mar 2025 18:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Looking at font file content as mp4 [391 days 5 hours and 3 minutes ago]</title>
		<description>
&lt;pre&gt;On 3/10/25 10:02, jr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ran into trouble straightaway (sorry).  tried with a couple of different fonts&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and keep getting a (the same) negative character width ?  (see attached)  I can&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; access the first 4 pages/1024 glyphs in the font ('streetsign.ttf') ok using a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; different scene.  using yuqk a5c25dda.&lt;/span&gt;

Ah, guessing you didn't run as an animation? (The +kff1311 at the top of 
the boolObjPlay.pov file)

Me offering an excuse. :-) The scene should run frame 1 without using an 
animation setting. Change the line:

#local I = (frame_number-1)*CharsPerPage;

to

#local I = max(0,frame_number-1)*CharsPerPage;

Bill P.


Aside: The 'frame_number' is set to zero, if not running an animation - 
or if you try to render only the first frame with '+kfi1 +kff1' (+kfi2 
+kff2 works as does rendering any single frame &amp;gt;2)(*).

(*) Yep. The '+kfi1 +kff1' flags not working for frame 1 is quirky. On 
my list to look at it some day. I'm afraid to just change behavior 
without thinking more about why things might be set up as they are...

Aside 2: Be forewarned. I did the character image comparisons with SDL 
so the entire animation takes many hours for typically sparse BMP font 
implementations.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 11 Mar 2025 10:16:07 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Looking at font file content as mp4 [392 days 1 hour and 14 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; My slightly cleaned up 'working files / code' attached. Unsure yet how&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I'll include this code in the yuqk distribution.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; _thank_you_.  (tonight, I guess :-))&lt;/span&gt;

ran into trouble straightaway (sorry).  tried with a couple of different fonts
and keep getting a (the same) negative character width ?  (see attached)  I can
access the first 4 pages/1024 glyphs in the font ('streetsign.ttf') ok using a
different scene.  using yuqk a5c25dda.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 10 Mar 2025 14:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Looking at font file content as mp4 [392 days 8 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My slightly cleaned up 'working files / code' attached. Unsure yet how&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'll include this code in the yuqk distribution.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Anyhow...&lt;/span&gt;

_thank_you_.  (tonight, I guess :-))


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...other ways to query and present information about a font files.&lt;/span&gt;

in SDL.  the 'tabulated' macro comes with a shell script to view the first four
&amp;quot;pages&amp;quot; of glyphs, but would be easy &amp;quot;to monkey&amp;quot; to output an arbitrary set.
(fwiw)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 10 Mar 2025 06:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Alain Martel] Re: Looking at font file content as mp4 [392 days 11 hours and 38 minutes ago]</title>
		<description>
&lt;pre&gt;Le 2025-03-08 &amp;#195;&amp;#160; 21:26, William F Pokorny a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Partly due running down a bug in the text{} object; partly to test &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; yuqk's bool_object{} pattern with multiple objects (10 text{} objects &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; here); I've created animations of some mono font files.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; With each font I rendered an animation at 50 characters per frame for &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the entire Basic Multilingual Plane (BMP) of 2^16 possible characters. I &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; kept only those frames showing at least one supported character glyph &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and I created an mp4 with those frame images at 1 per second.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The thought is maybe this is a good way to review what characters are &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; supported in a particular font alongside how POV-Ray is handling those &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; characters.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Attached is an animation of the hack-r font. It's a popular linux / unix &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; programmer's mono font.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bill P.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
I once did something similar. The difference was that I had 256 
characters per frame and the character number was not clearly displayed. 
The columns where the hexadecimal unit, the line was the second digit, 
and the frame number for the third+ digit.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 10 Mar 2025 03:40:23 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Looking at font file content as mp4 [392 days 20 hours and 37 minutes ago]</title>
		<description>
&lt;pre&gt;On 3/9/25 09:44, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Is there a significance to various parts of that plane?&lt;/span&gt;

https://en.wikipedia.org/wiki/Plane_(Unicode)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Can you represent it like an RGB space so you can see the (valid) character&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; density?  Maybe a pie chart?  Histogram?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Esp if you wanted to compare several font charts in the same render.&lt;/span&gt;

Yes, I expect other representations are possible. Ive not given it any 
detailed thought.

Many work and play with fonts. There are tools available which offer 
other ways to query and present information about a font files. In years 
past I've used a few of them - but other than ttfdump, my memory is 
failing me at the moment. :-)

Aside: I have on my list to make a go at creating polygon{} font-derived 
character objects somewhat automatically using the ttfdump output given 
yuqk's new potential pattern support for the polygon{} object, but we'll 
see.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 9 Mar 2025 18:41:46 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Looking at font file content as mp4 [392 days 20 hours and 53 minutes ago]</title>
		<description>
&lt;pre&gt;On 3/9/25 05:25, jr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ideally you'd post a scene file / ini combo too, where one only needs to change&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the name of the font.  (tia :-))&lt;/span&gt;

My slightly cleaned up 'working files / code' attached. Unsure yet how 
I'll include this code in the yuqk distribution.

Thinking aloud. There is in the posted 'Hack-Regular' and the 
'LiberationMono-Regular' a few character collapses of width not seen 
with 'UbuntuMono-R'. Also some character stand ins which differ between 
fonts - and it isn't clear to me why of these get used as they do.

The Ubuntu font is the only one which includes the 65533 character for 
code points beyond the BMP. It's interesting to me too how the fonts 
differ in the one-off characters they support.

Anyhow...

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 9 Mar 2025 18:25:35 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Looking at font file content as mp4 [393 days 1 hour and 34 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; With each font I rendered an animation at 50 characters per frame for&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the entire Basic Multilingual Plane (BMP) of 2^16 possible characters.&lt;/span&gt;

Is there a significance to various parts of that plane?
Can you represent it like an RGB space so you can see the (valid) character
density?  Maybe a pie chart?  Histogram?

Esp if you wanted to compare several font charts in the same render.

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 9 Mar 2025 13:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Looking at font file content as mp4 [393 days 5 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Partly due running down a bug in the text{} object; partly to test&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; yuqk's bool_object{} pattern with multiple objects (10 text{} objects&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; here); I've created animations of some mono font files.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The thought is maybe this is a good way to review what characters are&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; supported in a particular font alongside how POV-Ray is handling those&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; characters.&lt;/span&gt;

fwiw, agree.  I do like the &amp;quot;presentation&amp;quot;.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Attached is an animation of the hack-r font. It's a popular linux / unix&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; programmer's mono font.&lt;/span&gt;

ideally you'd post a scene file / ini combo too, where one only needs to change
the name of the font.  (tia :-))


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 9 Mar 2025 09:30:00 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] Looking at font file content as mp4 [393 days 12 hours and 52 minutes ago]</title>
		<description>
&lt;pre&gt;Partly due running down a bug in the text{} object; partly to test 
yuqk's bool_object{} pattern with multiple objects (10 text{} objects 
here); I've created animations of some mono font files.

With each font I rendered an animation at 50 characters per frame for 
the entire Basic Multilingual Plane (BMP) of 2^16 possible characters. I 
kept only those frames showing at least one supported character glyph 
and I created an mp4 with those frame images at 1 per second.

The thought is maybe this is a good way to review what characters are 
supported in a particular font alongside how POV-Ray is handling those 
characters.

Attached is an animation of the hack-r font. It's a popular linux / unix 
programmer's mono font.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 9 Mar 2025 02:26:42 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Probably my POV first animation [396 days 14 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;Mine was in 2013.
I was unemployed, and wanted to help out Pat Delany.

http://opensourcemachinetools.org/human-powered-generator-project-genny/
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 6 Mar 2025 01:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: Probably my POV first animation [396 days 15 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;Cousin Ricky &amp;lt;ric###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (... Other than the ball.pov tutorial, that is.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I created this in January of 2004, but re-rendered it in 2022 after I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; discovered a better compression tool, cutting down the size by more than&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 60%.  I re-rendered it again just now when I decided than my 2022&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; compression level was overkill. The attached file is 1/5 the size of the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; original render.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Of course I am not satisfied with the metallic textures.  This was 2004.&lt;/span&gt;

Nice! My first animation is lost in time. What was that 'fmpg' in dos and with
Qbasic to make a mpg file. It took a couple of files beside the normal animation
image files. I remember a little about the code file, you picked when you use a
whole frame and when and how to interpret the next frame. My head hurts just
thinking about all the hours spent trying figure it out.

Have Fun!
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 6 Mar 2025 00:05:00 GMT</pubDate>
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		<title>[Cousin Ricky] Probably my POV first animation [397 days 12 hours and 50 minutes ago]</title>
		<description>
&lt;pre&gt;(... Other than the ball.pov tutorial, that is.)

I created this in January of 2004, but re-rendered it in 2022 after I
discovered a better compression tool, cutting down the size by more than
60%.  I re-rendered it again just now when I decided than my 2022
compression level was overkill. The attached file is 1/5 the size of the
original render.

Of course I am not satisfied with the metallic textures.  This was 2004.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 5 Mar 2025 02:28:48 GMT</pubDate>
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	<item>
		<title>[Josh English] Re: Playing with matrix transforms [400 days 21 hours and 2 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/25/2025 6:47 AM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So I downloaded your video-- and it plays fine in*most* of my Windows 10 media&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; players: VLC Media Player, SM Player, and even my old VirtualDub2. But it does&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; not play in Windows' own Media Player (a black screen)-- and actually breaks&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Irfanview (the app hangs and has to be terminated via Windows Task Manager.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Irfanview will usually play just about any video that I throw at it, so its&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; behavior in this case is very weird.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In VLC Media Player, I took a look at your first posted video's encoding&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; statistics:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Codec: H264-MPEG-4 AVC (part 10) (avc1)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Video Resolution: 450 X 450&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Buffer Dimensions: 464 X 482&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Decoded Format: Planar 4:4:4 YUV&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Color Primaries: ITU-R BT.709&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I did some research (yet again!) about video encoding and codecs, because it is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; all so complicated to remember. Your video's stats are fairly standard stuff&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; AFAIU-- except for the 4:4:4 chroma subsampling.  4:2:0 is the typical scheme&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; for h.264; I use that myself. Take a look at Wikipedia's &amp;quot;h.264&amp;quot; page,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; particularly the subsection &amp;quot;Feature support in particular profiles&amp;quot;. It appears&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that 4:4:4 is only supported in a particular high-end 'flavor' of h.264; perhaps&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that presents a problem for Firefox, and/or for Windows 10's built-in video&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; codecs.&lt;/span&gt;

I'm late to reviewing this thread. I use ffmpeg on Windows 10 to make my 
animations.

ffmpeg -i &amp;lt;file_pattern&amp;gt; -c:v libx264 -strict -2 -preset slow -pix_fmt 
yuv420p -vf &amp;quot;scale=trunc(iw/2)*2:trunc(ih/2)*2&amp;quot; -f mp4 candle2.mp4

I think it's the -pix_fmt yuv420p that makes Windows Media Player like 
the file. It might by the -c:v libx264 that's doing it though. It's been 
a while and I don't remember.

Josh
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 1 Mar 2025 18:17:02 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Playing with matrix transforms [414 days 12 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;OK, so I was diagramming this all out, and that got me to focus on the fact that
the text not only gets rotated, but MOVED.

That's because it's not rotating the text around the origin.
Just apply the following fix:


 object {
  Object
  translate -OL
  transform {Object_Transform}
  translate OL
 }
#end // end macro FaceCamera
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 16 Feb 2025 02:40:00 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] Testing bump_map and ii_offset. [414 days 21 hours and 58 minutes ago]</title>
		<description>
&lt;pre&gt;Attached is a derivative of one of my recent testing animations for the 
bump_map{} updates.

The set up is simple. It relies on one of two long undocumented features 
shipped with POV-Ray in 'offset' (called 'ii_offset' in the yuqk fork).

With it one can start an image outside of the usual &amp;lt;0,0&amp;gt; to &amp;lt;1,1&amp;gt; 
square image area variously mapped onto surfaces - and with 'ii_offset' 
slowly move the image through the unit square based upon the frame_number.

The essential bit of code is:

     ...
     #declare Nrml00 = normal {
         bump_map {
             &amp;quot;hmmI.png&amp;quot; gamma 1.0
             ii_interpolate   2
             ii_map_type      1
             ii_once
             #if     (frame_number&amp;gt;0 &amp;amp; frame_number&amp;lt;=150)
                 ii_offset &amp;lt;-1.1+(2.2/300)*frame_number,0&amp;gt;
             #elseif (frame_number&amp;gt;150 &amp;amp; frame_number&amp;lt;=300)
                 ii_offset &amp;lt;0,0&amp;gt;
             #else
                 ii_offset &amp;lt;-1.1+(2.2/300)*(frame_number-150),0&amp;gt;
             #end
         }
     }
     ...
     union {
         sphere { 0, 1
             pigment { rgb 1 }
             normal { Nrml00 bump_size +127 rotate +60*y}
         }
         sphere {
             &amp;lt;1,1,0&amp;gt;/sqrt(2), 0.02
             pigment {rgb &amp;lt;1,0,0&amp;gt; }
             rotate +60*y
         }
         #if (frame_number&amp;gt;150 &amp;amp; frame_number&amp;lt;=300)
             rotate &amp;lt;0,-(frame_number-150)/150*360,0&amp;gt;
         #end
     }

And when rendering add +kff450 to the command line.

Bill P.

Aside: The other long undocumented feature is 'repeat &amp;lt;2d vector&amp;gt;' or 
'ii_repeat' in the yuqk fork. With 'ii_repeat' one can both scale and 
repeat images within the 2D unit image space, but it's not used here.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 15 Feb 2025 17:20:52 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Playing with matrix transforms [420 days and 59 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So, I spent a bit of time working out how to do the &amp;quot;this object always faces&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the camera&amp;quot; thing,&lt;/span&gt;

And here's a bit more commentary to better explain how that works, and provide a
useful bit of code for future reference.

#macro FaceCamera (Object, CL)
 #local Min = min_extent (Object);
 #local Max = max_extent (Object);
 #local OL = Min + (Max-Min)/2;

 #declare CamL = CameraLocation;   // wherever you're putting it
 #declare CamD = vnormalize (OL-CamL);  // direction of camera view
  // One can alternately look at this as -Caml, translated to the object's
  // location by adding OL.  -CamL+OL = (OL-CamL)
 #declare CamR = vnormalize (vcross(y,CamD)); // to the right
  // The vector cross product gives a vector that is perpendicular to the two
  // given vectors.  If we're at the vertex (camera location) and we cross the
  // direction of view and the y-axis, we get a vector pointing out to the right
  // CamD and y are likely not perpendicular, so the resulting vcross is some
  // size != 1, so we normalize the size.
 #declare CamU = vnormalize (vcross(CamD,CamR)); // camera up
  // So now we have a view direction and a right vector, which are perpendicular
  // So we do another vector cross product, and get the new &amp;quot;up&amp;quot; vector
  // Which completes our new &amp;quot;frame of reference&amp;quot;.
  // The tangent, normal, and binormal unit vectors, often called T, N, and B,
  // or collectively the Frenet&amp;#150;Serret frame (TNB frame or TNB basis)

  // So now when we take the old x, y, and z basis vectors or normal POV-space
  // and move them to align with the new TNB vectors, your object whose
  // orientation was based upon x, y, and z is now based upon the new
  // T, N, and B vectors.
  // Since default camera points at z, and default orientation of most objects
  // is in the xy plane, the object is now in the same relative orientation
  // to the camera in the new TNB frame, and so always faces the camera.
 #declare Object_Transform =
 transform {
  matrix &amp;lt;
  CamR.x, CamR.y, CamR.z,
  CamU.x, CamU.y, CamU.z,
  CamD.x, CamD.y, CamD.z,
      0,      0,      0
  &amp;gt;
 }

 object {
  Object
  transform {Object_Transform}
 }
#end // end macro FaceCamera
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 10 Feb 2025 14:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Playing with matrix transforms [420 days 3 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; {Illusion.inc] is basically a different&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; way of applying an image_map to objects-- but from the camera's viewpoint, and&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; with a rather magical matrix manipulation that alters the 'depth perspective'&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; of the applied image.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It essentially applies the image_map as an 'orthographic' projection onto scene&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; objects, devoid of perspective... which is quite different from a typical&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; map_type 0 projection.&lt;/span&gt;

So, I spent a bit of time working out how to do the &amp;quot;this object always faces
the camera&amp;quot; thing, and it's essentially what gets done in screen.inc, minus the
final translation.

Compare that to Rune's &amp;quot;rather magical matrix manipulation&amp;quot; and you'll see that
it's basically the same thing.

So it looks to me that what's going on is, the image gets oriented to be
perpendicular to the camera / parallel to the image plane, and the divisions by
z in the image function are there to provide the appropriate scaling of the
image depending upon where it gets mapped to.

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 10 Feb 2025 12:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Playing with matrix transforms [426 days 17 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It is basically a different&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; way of applying an image_map to objects-- but from the camera's viewpoint, and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with a rather magical matrix manipulation that alters the 'depth perspective' of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the applied image.&lt;/span&gt;

Yes, I get that part.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rune's matrix transform is quite mysterious (to me) because it uses the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; *camera's* settings, along with some math manipulations that are presently way&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; over my head.&lt;/span&gt;

So, as best I can tell, he's simply done the kind of thing that's done in the
&amp;quot;make this object/text always face the camera&amp;quot;... with the matrix.

but the image_map is converted to a function that incorporates x/z and y/z which
also corrects for the projection matrix so that everything lines up no matter
how near or far.

I just haven;t had the time to figure out how to start applying his include to a
scene, so that I can reverse-engineer it enough to provide a didactic diagram
and explanation.

So if you have working code....   ;)

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Feb 2025 22:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Playing with matrix transforms [426 days 17 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; {Illusion.inc] is basically a different&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; way of applying an image_map to objects-- but from the camera's viewpoint, and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with a rather magical matrix manipulation that alters the 'depth perspective'&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of the applied image.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

It essentially applies the image_map as an 'orthographic' projection onto scene
objects, devoid of perspective... which is quite different from a typical
map_type 0 projection.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Feb 2025 21:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Playing with matrix transforms [426 days 21 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Rune's old 'illusion.inc' file is a prime example [of a complex matrix];&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I use it a lot, but its workings are a mystery to me.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have never used it, and the instructions puzzle me.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Perhaps if you could post a scene using it, and the intermediate render, then&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; maybe I can have some idea how to use it and see how it works.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

(Sorry for the delay, I was updating my own notes about illusion.inc and running
more test renders.)

Yeah, it was confusing to me as well when I first tried to use it-- mainly
because it is set up as a demonstration file rather than a basic include. And
the demonstration results are a bit confusing, IMO. It is basically a different
way of applying an image_map to objects-- but from the camera's viewpoint, and
with a rather magical matrix manipulation that alters the 'depth perspective' of
the applied image.

It is still available at
https://runevision.com/3d/include/

(Rune mentions that the download has a 2010 update by Sam Benge, which is
apparently no longer part of it; I checked recently.)

Back in 2013, I posted some preliminary info about how the include file works:
https://news.povray.org/povray.binaries.images/thread/%3Cweb.5106f53bd9b7ab13c2d977c20%40news.povray.org%3E/

I also posted a kind of explanatory animation at the time, but it is in
an older .avi video format:
https://news.povray.org/povray.binaries.animations/thread/%3Cweb.5106fb628df1613ec2d977c20%40news.povray.org%3E/?ttop=4
44658&amp;amp;toff=150

I should mention have been using my own simplified and slightly updated version
of the include file for years. I've had thoughts of posting it-- along with my
own set of instructions and a different demo-- but was worried that it might
infringe on Rune's original copyright notice from 2003. Although, I now see that
an update would probably be OK to post.

Rune's matrix transform is quite mysterious (to me) because it uses the
*camera's* settings, along with some math manipulations that are presently way
over my head.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Feb 2025 17:25:00 GMT</pubDate>
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	<item>
		<title>[ingo] Re: Playing with matrix transforms [430 days and 9 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I know that clipka was talking about trying to find as much common ground for&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; all of the primitives as possible, so that we could have as few specialized&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; objects/data structures as possible, so perhaps it would good to look at a lot&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of the spline/interpolation code as matrix-based.&lt;/span&gt;

There are a few fun things one can do with the matrix based spline calculations.
One can blend two spline matrices to a new spline, or over time morph from one
spline to an other spline type. But one needs access to POV-Ray's internals
then.

The whole spline matrices thing is covered here:

http://web.archive.org/web/20151002232205/http://home.comcast.net/~k9dci/site/?/page/Piecewise_Polynomial_Interpolation
/

Download the book PDF and the separate appendix.

ingo
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 31 Jan 2025 15:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Playing with matrix transforms [430 days and 54 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Perhaps obvious the matrix play in this thread can act as a rotational&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; interpolation.&lt;/span&gt;

Well now that we're going there - Bezier and other splines can all be
represented as matrix multiplications.

https://blog.demofox.org/2016/03/05/matrix-form-of-bezier-curves/

https://observablehq.com/@danburzo/the-matrix-form-of-some-common-cubic-splines

I know that clipka was talking about trying to find as much common ground for
all of the primitives as possible, so that we could have as few specialized
objects/data structures as possible, so perhaps it would good to look at a lot
of the spline/interpolation code as matrix-based.

We ought to have robust and versatile matrix methods available anyway.

Also, rotational matrices tie directly into complex numbers - so maybe there's a
way to roll that in there too.

- Bald &amp;quot;I want it all&amp;quot; Eagle
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 31 Jan 2025 14:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Playing with matrix transforms [430 days 2 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/19/25 15:33, William F Pokorny wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Playing more with matrix transforms&lt;/span&gt;

Recently the idea of splines as interpolations was touched upon in the 
thread:

https://news.povray.org/povray.advanced-users/thread/%3Cweb.6797e39ce9acc1774cc51b5c25979125%40news.povray.org%3E/

Perhaps obvious the matrix play in this thread can act as a rotational 
interpolation.

Attached an animation and full scene file for the animation (for jr). It 
should run in v3.8 beta 2 too.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 31 Jan 2025 12:57:31 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Playing with matrix transforms [433 days 23 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 1/25/25 19:58, William F Pokorny wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Next time I create an animation with ffmpeg, I'll try to get the 4:2:0&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; chroma sub-sampling.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Alright. Found myself playing again today with a direct matrix transform&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  against yuqk's updated wrinkle pattern. The attached animation uses&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the sampling you suggested. Does it work in programs where failing before?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

YES, this animation plays in all of my Windows media players, including
Irfanview. AND, it also plays in Firefox's 'preview'. Great work! Thanks for
taking the time to dig down into your settings for ffmpeg; very much
appreciated.

For this animation, my VLC Media Player does not report the particular 'chroma
subsampling' scheme that you used... but that seems to be its usual behavior
when encountering the 'typical' 4:2:0. So I guess the switch from 4:4:4 to 4:2:0
has solved the problem. That is interesting news! :-)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 27 Jan 2025 15:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Playing with matrix transforms [434 days 1 hour and 38 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/25/25 19:58, William F Pokorny wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Next time I create an animation with ffmpeg, I'll try to get the 4:2:0 &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; chroma sub-sampling.&lt;/span&gt;

Alright. Found myself playing again today with a direct matrix transform 
  against yuqk's updated wrinkle pattern. The attached animation uses 
the sampling you suggested. Does it work in programs where failing before?

Bill P.

             matrix &amp;lt;
                 1.0, (frame_number-1)/60, 0.0,
                -(frame_number-1)/60, 1.0, 0.0,
                 0.0, 0.0, 1.0,
                 (frame_number-1)/57, (frame_number-1)/37, 0.0&amp;gt;
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 27 Jan 2025 13:40:57 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Playing with matrix transforms [434 days 19 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
(Rune's old 'illusion.inc' file is a
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; prime example; I use it a lot, but its workings are a mystery to me.)&lt;/span&gt;

I have never used it, and the instructions puzzle me.
Perhaps if you could post a scene using it, and the intermediate render, then
maybe I can have some idea how to use it and see how it works.

Also, this seems like the sort of perspective correction that Francois LE COAT
would know all about.

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 26 Jan 2025 19:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Playing with matrix transforms [434 days 23 hours and 50 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/25/25 19:22, Tor Olav Kristensen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; For those of you that want to be able to do matrix calculations within POV-Ray,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have made a library that can do some of that.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It can be found here:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://github.com/t-o-k/POV-Ray-matrices&lt;/span&gt;

Thank you for the reminder. I'd looked at what you have there before - 
but my memory failed me in moment.

While I was &amp;quot;thinking aloud&amp;quot; about what was happening with the checker 
rotation/shear 'stick poking' play, your package would have saved me a 
chunk of time.

I've added a link to your page from my yuqk matrix documentation text 
file - which I hope will help me remember.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 26 Jan 2025 15:28:52 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Playing with matrix transforms [435 days 11 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; That is also my usual method of playing with matrices, ha-- because I&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; still have a hard time understanding how they work and how to use them.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; A matrix is nothing more than a statement of the end position of each basis&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; vector after the transformation.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; [clip]&lt;/span&gt;

Thanks for the useful info. Actually, the shearing ability of a matrix is one of
the (few) things that I do grasp. And William P's checkerboard rotation trick
has also been informative. But there are other more complex matrix transforms
that I have seen in newsgroup posts and include files that really baffle me, as
to how the 'magical' results are obtained. (Rune's old 'illusion.inc' file is a
prime example; I use it a lot, but its workings are a mystery to me.)

What I *need* to do is devote the time solely to learning the fundamentals-- and
without other POV-ray distractions. But that's difficult! Because there are
many *other* features that I only understand at a basic level...like
sophisticated functions! To truly learn all that I need to know, I could spend
25 hrs a day.

But every now and then, I have the urge to actually *render* something. ;-)
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 26 Jan 2025 03:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Playing with matrix transforms [435 days 14 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/25/25 09:47, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I did some research (yet again!) about video encoding and codecs, because it is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; all so complicated to remember. Your video's stats are fairly standard stuff&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; AFAIU-- except for the 4:4:4 chroma subsampling.  4:2:0 is the typical scheme&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; for h.264; I use that myself. Take a look at Wikipedia's &amp;quot;h.264&amp;quot; page,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; particularly the subsection &amp;quot;Feature support in particular profiles&amp;quot;. It appears&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that 4:4:4 is only supported in a particular high-end 'flavor' of h.264; perhaps&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that presents a problem for Firefox, and/or for Windows 10's built-in video&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; codecs.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Or maybe you encoded the videos using 10-bit colors rather than the more&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; standard 8-bit?&lt;/span&gt;

Hi Kenneth,

Excepting - maybe - the noise video where output grayscale and I 
remember trying the flag '-vf format=gray' to get a smaller mp4 file 
(made no difference), everything should be 8 bits because the png output 
is defaulting to 8 bits per channel.

Thank you for taking the time to investigate the problem you've seen 
with my ffmpeg encoded videos! I'm an amateur having encoded very few 
animations over the years - and I've posted fewer still.

I'd captured recommendations Dick Balaska made years ago for options 
(which included a '-pix_fmt yuv420p' setting), however, when I tried the 
command line late last year I kept getting errors I didn't understand.

Being lazy, I dropped back to a very simple command with a flag for 
frame rate, the input pattern for saved image frames and the output file 
name... Things seemed to work, so I went with ffmpeg's defaulting. :-) 
  
  
  
  
  
  


Next time I create an animation with ffmpeg, I'll try to get the 4:2:0 
chroma sub-sampling.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 26 Jan 2025 00:58:04 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Playing with matrix transforms [435 days 14 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That is also my usual method of playing with matrices, ha-- because I still have&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a hard time understanding how they work and how to use them.&lt;/span&gt;

A matrix is nothing more than a statement of the end position of each basis
vector after the transformation.

For instance, when I do a shear along x, what I do is take &amp;quot;y&amp;quot; (&amp;lt;0, 1, 0&amp;gt;) and
shit it along the x-axis.  Maybe make it become &amp;lt;0.5, 1, 0&amp;gt;.

So matrix {
1, 0, 0,
0, 1, 0,
0, 0, 1,
0, 0, 0
}

becomes

matrix {
1, 0, 0,
0.5, 1, 0,
0, 0, 1,
0, 0, 0
}

Just think of the matrix operator as

matrix {
x,
y,
z,
translate &amp;lt;a, b, c&amp;gt;
}

and your matrix transform is

matrix {
new_x,
new_y,
new_z,
translate &amp;lt;a, b, c&amp;gt;
}

https://www.youtube.com/watch?v=kYB8IZa5AuE


https://www.f-lohmueller.de/pov_tut/trans/trans_000e.htm
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 26 Jan 2025 00:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Tor Olav Kristensen] Re: Playing with matrix transforms [435 days 14 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;For those of you that want to be able to do matrix calculations within POV-Ray,
I have made a library that can do some of that.

It can be found here:

https://github.com/t-o-k/POV-Ray-matrices
(NB: Some of the descriptions and examples are not finished yet.)

Below are some examples with this library that may be relevant to this thread.

--
Tor Olav
http://subcube.com
https://github.com/t-o-k


// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7

#version 3.7;  // Should also work in version 3.8

global_settings { assumed_gamma 1.0 }

#include &amp;quot;matrices.inc&amp;quot;

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7

#declare No_Change_Transform = transform { }

#declare Rotate_Transform = transform { rotate 60*x }

#declare Shear_Transform =
    transform {
        matrix &amp;lt;
            1, 1, 0,
            0, 1, 0,
            0, 0, 1,
            0, 0, 0
        &amp;gt;
    }

#declare Translate_Transform = transform { translate &amp;lt;3, 1, 2&amp;gt; }

#declare Composite_Transform =
    transform {
        No_Change_Transform
        Rotate_Transform
        Shear_Transform
        Translate_Transform
    }

#debug &amp;quot;\nNo Change Transform:\n&amp;quot;
M_Print(M_FromTransform(No_Change_Transform))

#debug &amp;quot;\nRotate Transform:\n&amp;quot;
M_Print(M_FromTransform(Rotate_Transform))

#debug &amp;quot;\nShear Transform:\n&amp;quot;
M_Print(M_FromTransform(Shear_Transform))

#debug &amp;quot;\nTranslate Transform:\n&amp;quot;
M_Print(M_FromTransform(Translate_Transform))

#debug &amp;quot;\nComposite Transform:\n&amp;quot;
M_Print(M_FromTransform(Composite_Transform))

#debug &amp;quot;\n\n&amp;quot;

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7

#declare No_Change_Matrix = M_Identity(4);

#declare Rotate_Matrix = M_Rotate3D_AroundX(radians(60));

#declare Shear_Matrix =
    array[4][4] {
        {  1.0,  1.0,  0.0,  0.0 },
        {  0.0,  1.0,  0.0,  0.0 },
        {  0.0,  0.0,  1.0,  0.0 },
        {  0.0,  0.0,  0.0,  1.0 }
    }
;

#declare Translate_Matrix = M_Translate3D(&amp;lt;3, 1, 2&amp;gt;);

#declare Composite_Matrix =
    M_Mult(
        M_Mult(
            M_Mult(
                No_Change_Matrix,
                Rotate_Matrix
            ),
            Shear_Matrix
        ),
        Translate_Matrix
    )
;

#debug &amp;quot;\nNo Change Matrix:\n&amp;quot;
M_Print(No_Change_Matrix)

#debug &amp;quot;\nRotate Matrix:\n&amp;quot;
M_Print(Rotate_Matrix)

#debug &amp;quot;\nShear Matrix:\n&amp;quot;
M_Print(Shear_Matrix)

#debug &amp;quot;\nTranslate Matrix:\n&amp;quot;
M_Print(Translate_Matrix)

#debug &amp;quot;\nComposite Matrix:\n&amp;quot;
M_Print(Composite_Matrix)

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7

#debug &amp;quot;\n&amp;quot;
#error &amp;quot;No error, just finished&amp;quot;

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 26 Jan 2025 00:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Playing with matrix transforms [436 days and 29 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but I fully admit I'm just poking the matrix with a stick to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; see what happens. To some extent, I wonder about why it does what it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; does, but I care more about whether what it does might be useful.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

That is also my usual method of playing with matrices, ha-- because I still have
a hard time understanding how they work and how to use them. I like your video
though; I need to experiment with your code example to see how I can break it!

------------
[In Windows 10]  I thought I should mention something: In the newsgroups'
standard web portal that I use, the Firefox 'previews' of your .mp4 videos do
not play -- with the message &amp;quot;Video cannot be played because the file is
corrupt.&amp;quot; (which is not the case!) As a comparison: Josh's .mp4 animation in his
recent post  &amp;quot;Go home, RSOCP, yer drunk&amp;quot; plays fine in the Firefox preview.

So I downloaded your video-- and it plays fine in *most* of my Windows 10 media
players: VLC Media Player, SM Player, and even my old VirtualDub2. But it does
not play in Windows' own Media Player (a black screen)-- and actually breaks
Irfanview (the app hangs and has to be terminated via Windows Task Manager.)
Irfanview will usually play just about any video that I throw at it, so its
behavior in this case is very weird.

In VLC Media Player, I took a look at your first posted video's encoding
statistics:

Codec: H264-MPEG-4 AVC (part 10) (avc1)
Video Resolution: 450 X 450
Buffer Dimensions: 464 X 482
Decoded Format: Planar 4:4:4 YUV
Color Primaries: ITU-R BT.709

I did some research (yet again!) about video encoding and codecs, because it is
all so complicated to remember. Your video's stats are fairly standard stuff
AFAIU-- except for the 4:4:4 chroma subsampling.  4:2:0 is the typical scheme
for h.264; I use that myself. Take a look at Wikipedia's &amp;quot;h.264&amp;quot; page,
particularly the subsection &amp;quot;Feature support in particular profiles&amp;quot;. It appears
that 4:4:4 is only supported in a particular high-end 'flavor' of h.264; perhaps
that presents a problem for Firefox, and/or for Windows 10's built-in video
codecs.

Or maybe you encoded the videos using 10-bit colors rather than the more
standard 8-bit?

I also did a search for possible Firefox problems regarding playback of
h.264 .mp4 files, but found nothing that would be helpful-- except for this
possibility:

&amp;quot;Yes, Firefox can play 4:4:4 videos, but only if your hardware and system
settings support it; this is because the capability to play 4:4:4 video depends
on your graphics card and the video codec used, not solely on the browser
itself.&amp;quot;

(By the way: I had the same video-playback problems with your December 2024
post,
 &amp;quot;New f_dnoise(), modified f_dturbulence(). yuqk R17&amp;quot;
but forgot to mention it at the time.)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 25 Jan 2025 14:50:00 GMT</pubDate>
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		<title>[jr] Re: Go home, RSOCP, yer drunk [437 days 4 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Cousin Ricky &amp;lt;ric###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Good grief!  That's stronger than Bacardi 151, ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; They stopped making it because we no longer have adults in the world who accept&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; responsibility for their own behaviour.  Instead we have aged children asserting&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the false claim that they're adults.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then, when they hurt themselves with Big Boy drinks, they rush to blame anyone&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; from themselves and seek to profit off of a corrupt judicial system, enabled by&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; personal injury attorney with no moral compass (ambulance chasers).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; After all, they still manufacture and sell Everclear, which is not 151 proof,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but 190 proof.&lt;/span&gt;

wow, nice, wondering now how eg pears compare &amp;quot;in Schnapps&amp;quot; vs in rum, might
need extra &amp;quot;botanicals&amp;quot; to flavour.

(and I liked reading how the 189-proof Everclear came about.  incidentally, the
brand name anagrams to &amp;quot;are clever&amp;quot; :-))


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 24 Jan 2025 11:05:00 GMT</pubDate>
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		<title>[Bald Eagle] Re: Go home, RSOCP, yer drunk [437 days 22 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;https://www.reddit.com/r/WTF/comments/1e5aga/man_sticks_hand_in_blender_theres_not_much_else/

You know what to do.  (Or not to do)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 23 Jan 2025 16:55:00 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Go home, RSOCP, yer drunk [437 days 22 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;Cousin Ricky &amp;lt;ric###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Good grief!  That's stronger than Bacardi 151, which they stopped making&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; because it was basically a hazardous substance.&lt;/span&gt;

Ha!

They stopped making it because we no longer have adults in the world who accept
responsibility for their own behaviour.  Instead we have aged children asserting
the false claim that they're adults.
Then, when they hurt themselves with Big Boy drinks, they rush to blame anyone
from themselves and seek to profit off of a corrupt judicial system, enabled by
personal injury attorney with no moral compass (ambulance chasers).

Wikipedia:
Because of its high alcohol content, Bacardi 151 was particularly flammable
among liquors. For this reason it was often used as the ignition source for
&amp;quot;flaming shots&amp;quot;[3][4] and even for at-home pyrotechnic stunts.[5] The bottle
carried a warning label advising consumers, among other things, &amp;quot;do not use this
product for flaming dishes or other drinks.&amp;quot; Bottles were also equipped with a
stainless steel flame arrester crimped onto the neck of the bottle to prevent
the rum inside the bottle from igniting. Nevertheless, Bacardi faced at least
two lawsuits from consumers who claimed to have been badly injured by the
product's flames.[6][7] While the company never issued a formal statement
regarding the product's discontinuation, it has been speculated that &amp;quot;it's a
pretty good guess that Bacardi got sick of being sued.&amp;quot;[2]

After all, they still manufacture and sell Everclear, which is not 151 proof,
but 190 proof.

https://en.wikipedia.org/wiki/Everclear

We also have Red 40, hair dyes, gas pumps, aerosol carburetor cleaner, bleach,
sulfuric acid toilet bowl cleaner and muriatic acid, fireworks, lp gas,
automobiles, laser pointers, kitchen knives, acetaminophen, . . . it's nearly an
infinite list.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 23 Jan 2025 16:45:00 GMT</pubDate>
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		<title>[Cousin Ricky] Re: Go home, RSOCP, yer drunk [437 days 23 hours and 52 minutes ago]</title>
		<description>
&lt;pre&gt;On 2025-01-21 01:10 (-4), MichaelJF wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 20.01.2025 um 21:45 schrieb Josh English:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 1/19/2025 5:30 AM, jr wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; +1. ('Strohrum' ?!&amp;#194;&amp;#160; &amp;lt;/grin&amp;gt;)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I have to admit I don't know what Strohrum refers to. Sorry. I'm a bit&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; dense.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Josh&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Not quite my taste:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://en.wikipedia.org/wiki/Stroh&lt;/span&gt;

Good grief!  That's stronger than Bacardi 151, which they stopped making
because it was basically a hazardous substance.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 23 Jan 2025 15:26:48 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] Re: Playing with matrix transforms [439 days 16 hours and 18 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/21/25 15:30, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The isosurface looks like a strange, but interesting result to me, because&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you're getting distortion of the square instead of the simple rotation like you&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; do in the checker.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It sort of looks like a camera iris - something to be pursued, I think.&lt;/span&gt;

Yes, I added a f_hypot(x,y) multiplier to the two 'rotation/shear terms' 
to create something more interesting than the square-frame rotating and 
shrinking.

Attaching two more mp4s. The one with the _BW.mp4 suffix removes that 
f_hypot() multiplier.

The one with the _SinCosHyp.mp4 suffix adds a sin() then cos() wrap of 
the f_hypot() multipliers. Done with the thought it might be 
interesting. :-)

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 21 Jan 2025 23:00:47 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Playing with matrix transforms [439 days 18 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My original surprise at the result in the lower right image over in pbi&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; came from setting up a matrix I knew was out of bounds for typical use.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I didn't expect things to work like two separate shear matrices; I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; didn't know what would happen, but the result surprised me due how&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dramatically it whacked the checker pattern.&lt;/span&gt;

Now that I've reviewed it all, your initial result was due to making x-hat and
y-hat the same vector.  &amp;lt;1, 1, 0&amp;gt; Essentially collapsing 3d space into a plane.
Attempting to apply the inverse and getting a parse error therefore makes sense.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The isosurface animation was itself another way to verify behavior.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; There is the usual pattern space to function space inversion. I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; un-inverted the rotation so it looked like the checker rotation. I left&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the scaling as is because scaling up of the function's coordinate space&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; shrinks the isosurface result here - keeping the results in a fixed&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; view/frame, so to speak.&lt;/span&gt;

The isosurface looks like a strange, but interesting result to me, because
you're getting distortion of the square instead of the simple rotation like you
do in the checker.
It sort of looks like a camera iris - something to be pursued, I think.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 21 Jan 2025 20:35:00 GMT</pubDate>
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		<title>[William F Pokorny] Re: Playing with matrix transforms [439 days 20 hours and 30 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/21/25 06:39, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Easiest&amp;quot; and fastest thing to do is stop speculating and crank out some&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; numbers.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have one shear matrix and another and apply them individually to a VECTOR, and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; spit out the result to #debug with vstr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then have POV-Ray sequentially apply the matrices and spit out the result.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Apply your matrix transforms to a &amp;quot;matrix&amp;quot; by matrix transforming your basic&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; vectors x-hat, y-hat, and z-hat and stack the transform output in the #debug&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; stream to see what matrix you're actually applying in both individual cases and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; your compound matrix transform case.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You can use the result vectors to plot spheres in a scene.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Match them up with the corners of the checkerboard pattern.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If anything is mis-matched, it's probably not POV-Ray, but some matrix&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; construction error.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Run all of the calculations with POV-Ray matrix transforms and vectors to check&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and verify your calculations in the above post.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - BW&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Hi Bill,

Your suggestions are reasonable ways we might better see what's 
happening. I suspect I've mislead you into thinking I believe something 
is amiss with how matrix transforms are working or with what I expect 
for a result.

My original surprise at the result in the lower right image over in pbi 
came from setting up a matrix I knew was out of bounds for typical use. 
I didn't expect things to work like two separate shear matrices; I 
didn't know what would happen, but the result surprised me due how 
dramatically it whacked the checker pattern.

I started to wonder what other useful direct matrix transformations 
there might be. The 'matrix form' posted about in this thread looks 
useful too, but I fully admit I'm just poking the matrix with a stick to 
see what happens. To some extent, I wonder about why it does what it 
does, but I care more about whether what it does might be useful.

The isosurface animation was itself another way to verify behavior. 
There is the usual pattern space to function space inversion. I 
un-inverted the rotation so it looked like the checker rotation. I left 
the scaling as is because scaling up of the function's coordinate space 
shrinks the isosurface result here - keeping the results in a fixed 
view/frame, so to speak.

I ran the animation out only to frame 50, but I did spot checks at 
frame_numbers 100 through 900 stepping by 100. An image of those renders 
is attached.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 21 Jan 2025 18:49:01 GMT</pubDate>
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		<title>[Bald Eagle] Re: Playing with matrix transforms [440 days 3 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Easiest&amp;quot; and fastest thing to do is stop speculating and crank out some
numbers.

Have one shear matrix and another and apply them individually to a VECTOR, and
spit out the result to #debug with vstr.

Then have POV-Ray sequentially apply the matrices and spit out the result.

Apply your matrix transforms to a &amp;quot;matrix&amp;quot; by matrix transforming your basic
vectors x-hat, y-hat, and z-hat and stack the transform output in the #debug
stream to see what matrix you're actually applying in both individual cases and
your compound matrix transform case.

You can use the result vectors to plot spheres in a scene.
Match them up with the corners of the checkerboard pattern.

If anything is mis-matched, it's probably not POV-Ray, but some matrix
construction error.

Run all of the calculations with POV-Ray matrix transforms and vectors to check
and verify your calculations in the above post.

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 21 Jan 2025 11:40:00 GMT</pubDate>
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		<title>[William F Pokorny] Re: Playing with matrix transforms [440 days 5 hours and 52 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/20/25 15:44, Josh English wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Very cool. I'm very rusty on matrices. My guess is the smooth rotation &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (I'm assuming the camera is not rotating at all here, or the plane, &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; other than what the matrix is doing) comes from the fact that the first &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; two groups of the transform matrix are orthogonal, so it rotates instead &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of shears. The scaling happens because the first two &amp;quot;vectors&amp;quot; aren't &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; constrained to the unit vector.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Or did I misunderstand what you meant by &amp;quot;I don't 'really' understand &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; what's happening...' and just talk down to you by accident?&lt;/span&gt;

No worries. I'm a life long &amp;quot;never polished on matrices&amp;quot; guy - who, due 
aging, is rusting badly in all respects at this point! :-) Thank you for 
thinking about it and offering your view of how it is working. What you 
wrote is not too far off my guess. Differing only that I think we are 
both rotating and shearing with the matrices as I'm specifying them here.

You understand correctly that all that is happening is changing matrix 
transforms of the checker pattern on a fixed x,y plane at z==0 as seen 
by a fixed orthogonal camera.

I'd only ever used the matrix, direct specification feature for simple 
shears (to lean things). I vaguely understand what pure rotation, 
scaling and translation matrices looked like internally - and our 
documentation gives equations at:

   https://wiki.povray.org/content/Reference:Transformations#Matrix

I'm fuzzy about the rotation and shearing occurring together - and that 
both effects start with some speed before crawling toward some limit. 
Some thinking aloud.

If we do some left handed, positive rotations about the z axis the 
internal matrices would look like:

v00 v01 v02 v03
v10 v11 v12 v13
v20 v21 v22 v23
v30 v31 v32 v33

+1.000 +0.000 0.0 0.0 // rotate z*+0.0
-0.000 +1.000 0.0 0.0
+0.000 +0.000 1.0 0.0 // Bottom rows dropped hereafter
+0.000 +0.000 0.0 1.0

+0.996 +0.087 0.0 0.0 // rotate z*+5.0
-0.087 +0.996 0.0 0.0

+0.707 +0.707 0.0 0.0 // rotate z*+45.0
-0.707 +0.707 0.0 0.0

+0.000 +1.000 0.0 0.0 // rotate z*+90.0
-1.000 +0.000 0.0 0.0

-0.087 +0.996 0.0 0.0 // rotate z*+95.0
-0.996 -0.087 0.0 0.0

-0.707 +0.707 0.0 0.0 // rotate z*+135.0
-0.707 -0.707 0.0 0.0

-1.000 +0.000 0.0 0.0 // rotate z*+180.0
-0.000 -1.000 0.0 0.0

-0.996 -0.087 0.0 0.0 // rotate z*+185.0
+0.087 -0.996 0.0 0.0

So, with normal positive z rotations through 180 we have -v10 and +v01 
value polarities. The v00 and v11 values are adjusted throughout to 
counter the shear contribution (preventing a scaling effect).

In my scene I'm holding v00 and v11 at 1.0 while the magnitudes of -v10 
and +v01 are always increasing. Meaning there is no counter compensation 
for the shearing adder - and we effectively scale up on frame_number.

Each frame step represents a smaller an smaller delta relative to the 
prior 'magnitudes' and both rotation and scaling slow. The rotation 
itself can never quite reach +180 degrees; The scaling never quite 
infinity.

I'll also guess at this point, the initial rotation and scale speed is 
made faster because my scene has that 'scale 1/6'. I believe this means 
the starting v00 and v11 matrix values are 1/6 rather than 1.0 internally.

Reasonable thinking?

Attached another animation where I applied the matrix rotate+shear 
calculations being played with here to an isosurface where the 'shear' 
values are (+-) f_hypot(x,y)*(frame_number-1)/5.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 21 Jan 2025 09:26:59 GMT</pubDate>
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	<item>
		<title>[jr] Re: Go home, RSOCP, yer drunk [440 days 8 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

MichaelJF &amp;lt;fri###&amp;nbsp;[at]&amp;nbsp;t-online&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 20.01.2025 um 21:45 schrieb Josh English:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; On 1/19/2025 5:30 AM, jr wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I have to admit I don't know what Strohrum refers to. Sorry. I'm a bit&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; dense.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Not quite my taste:&lt;/span&gt;

the ideal stuff (the 80%) to pickle all kinds of soft fruits[*].  &amp;quot;Rumtopf&amp;quot; and
Vanilla ice cream :-).

[*] cherries (&amp;quot;Herzkirschen&amp;quot; ?, with stone &amp;amp; stalk), after a few years in rum
with a little demerara sugar, in particular.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 21 Jan 2025 07:00:02 GMT</pubDate>
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	</item>
	<item>
		<title>[MichaelJF] Re: Go home, RSOCP, yer drunk [440 days 10 hours and 8 minutes ago]</title>
		<description>
&lt;pre&gt;Am 20.01.2025 um 21:45 schrieb Josh English:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 1/19/2025 5:30 AM, jr wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; +1. ('Strohrum' ?!&amp;#194;&amp;#160; &amp;lt;/grin&amp;gt;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have to admit I don't know what Strohrum refers to. Sorry. I'm a bit &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dense.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Josh&lt;/span&gt;

Not quite my taste:

https://en.wikipedia.org/wiki/Stroh

Best regards
Michael
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 21 Jan 2025 05:10:40 GMT</pubDate>
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	</item>
	<item>
		<title>[Josh English] Re: Go home, RSOCP, yer drunk [440 days 18 hours and 33 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/19/2025 5:30 AM, jr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; +1. ('Strohrum' ?!  &amp;lt;/grin&amp;gt;)&lt;/span&gt;

I have to admit I don't know what Strohrum refers to. Sorry. I'm a bit 
dense.

Josh
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 20 Jan 2025 20:45:41 GMT</pubDate>
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	</item>
	<item>
		<title>[Josh English] Re: Playing with matrix transforms [440 days 18 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/19/2025 12:33 PM, William F Pokorny wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ref:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://news.povray.org/povray.binaries.images/thread/ &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; %3C678b9010%40news.povray.org%3E/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Playing more with matrix transforms mixing shears (and by side effect &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rotation) led to the attached animation.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The entire animation part of the set up was:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  &amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160; matrix &amp;lt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 
&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;
1.0, (frame_number-1)/60, 0.0,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  &amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;
-(frame_number-1)/60, 1.0, 0.0,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 
&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;
0.0, 0.0, 1.0,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 
&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;
0.0, 0.0, 0.0&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then using +kff480 on the command line to render 480 frames.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; There is a 'scale 1/6' of the checker pattern following the matrix &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; transform in the base scene - which is slowly countered as the frame &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; number increases.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I don't 'really' understand what's happening in total. In any case, it's &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; cool, though, not as trippy as Josh's earlier post. :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bill P.&lt;/span&gt;

Very cool. I'm very rusty on matrices. My guess is the smooth rotation 
(I'm assuming the camera is not rotating at all here, or the plane, 
other than what the matrix is doing) comes from the fact that the first 
two groups of the transform matrix are orthogonal, so it rotates instead 
of shears. The scaling happens because the first two &amp;quot;vectors&amp;quot; aren't 
constrained to the unit vector.

Or did I misunderstand what you meant by &amp;quot;I don't 'really' understand 
what's happening...' and just talk down to you by accident?

I had thought about shearing my meshes in the camera, so I will have 
work on that sooner rather than later.

Josh
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 20 Jan 2025 20:44:54 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Playing with matrix transforms [441 days 18 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;Ref:

https://news.povray.org/povray.binaries.images/thread/%3C678b9010%40news.povray.org%3E/

Playing more with matrix transforms mixing shears (and by side effect 
rotation) led to the attached animation.

The entire animation part of the set up was:

     matrix &amp;lt;
         1.0, (frame_number-1)/60, 0.0,
        -(frame_number-1)/60, 1.0, 0.0,
         0.0, 0.0, 1.0,
         0.0, 0.0, 0.0&amp;gt;

Then using +kff480 on the command line to render 480 frames.

There is a 'scale 1/6' of the checker pattern following the matrix 
transform in the base scene - which is slowly countered as the frame 
number increases.

I don't 'really' understand what's happening in total. In any case, it's 
cool, though, not as trippy as Josh's earlier post. :-)

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Jan 2025 20:33:14 GMT</pubDate>
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	<item>
		<title>[yesbird] Re: Go home, RSOCP, yer drunk [441 days 19 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;On 19/01/2025 04:00, Josh English wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Checking back in with my mesh camera tricks.&lt;/span&gt;
Looks very familiar ...
Don't remember where I could get such experience.
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Jan 2025 19:37:47 GMT</pubDate>
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	<item>
		<title>[Alain Martel] Re: Go home, RSOCP, yer drunk [441 days 23 hours and 52 minutes ago]</title>
		<description>
&lt;pre&gt;Le 2025-01-18 &amp;#195;&amp;#160; 20:00, Josh English a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Checking back in with my mesh camera tricks.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I hope the New Year is easier on you than it is my little
&amp;#240;&amp;#159;&amp;#142;&amp;#137;&amp;#240;&amp;#159;&amp;#141;&amp;#183;&amp;#240;&amp;#159;&amp;#141;&amp;#190;&amp;#240;&amp;#159;&amp;#141;&amp;#184;&amp;#240;&amp;#159;&amp;#141;&amp;#185;&amp;#240;&amp;#159;&amp;#141;&amp;#186;&amp;#240;&amp;#159;&amp;#141;&amp;#187;&amp;#240;&amp;#159;&amp;#165;&amp;#130;RSOCP.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Josh&lt;/span&gt;
&amp;#240;&amp;#159;&amp;#164;&amp;#163;
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Jan 2025 15:26:48 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Go home, RSOCP, yer drunk [442 days 1 hour and 44 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 1/18/25 20:00, Josh English wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Checking back in with my mesh camera tricks.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I hope the New Year is easier on you than it is my little RSOCP.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Josh&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; :-)&lt;/span&gt;

+1. ('Strohrum' ?!  &amp;lt;/grin&amp;gt;)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Jan 2025 13:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Go home, RSOCP, yer drunk [442 days 2 hours and 2 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/18/25 20:00, Josh English wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Checking back in with my mesh camera tricks.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I hope the New Year is easier on you than it is my little RSOCP.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Josh&lt;/span&gt;

:-)
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Jan 2025 13:16:52 GMT</pubDate>
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	<item>
		<title>[Josh English] Go home, RSOCP, yer drunk [442 days 14 hours and 18 minutes ago]</title>
		<description>
&lt;pre&gt;Checking back in with my mesh camera tricks.

I hope the New Year is easier on you than it is my little RSOCP.

Josh
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Jan 2025 01:00:55 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: New f_dnoise(), modified f_dturbulence(). yu... [487 days 22 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The work is still in progress, but two animations of working code&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; attached. One for f_dnoise() and the other for f_dturbulenece().&lt;/span&gt;

If the noise is / could be made tileable, that second one would be a cool
looping animation.  Especially if it had a good color/texture map applied.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 4 Dec 2024 16:40:00 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] New f_dnoise(), modified f_dturbulence(). yuqk R17 [488 days 9 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;Creating noise related documentation for R17 of yuqk highlighted that 
I'd not implemented a planned f_dnoise() inbuilt wrapper function for 
the internal DNoise() function.

Three parameters of f_dnoise() amount to an independent, x,y,z 
translation of the 3D noise space. I back tracked and added these 
parameters to the existing f_dturbulence() function too. Thinking of it 
another way, it amounts to a 4D noise capability - which is itself an 
old idea suggested by others for POV-Ray.

Given how many isosurface functions end up defined about the origin or 
some other fixed 3D space, any 'noise' ends up relatively fixed / locked 
in/to that space too. It might be additional inbuilt 'noise' related 
functions in yuqk get extended in this way.

The work is still in progress, but two animations of working code 
attached. One for f_dnoise() and the other for f_dturbulenece(). The 
core isosurface functions for the animations below is:

     #include &amp;quot;functions.inc&amp;quot;
     #declare Fn00 = function (x,y,z,_v,_r) {
         f_sphere(x+f_dec3x_f21(_v,5,0),
                  y+f_dec3x_f21(_v,5,1),
                  z+f_dec3x_f21(_v,5,2),
                  _r+
                  (f_length(f_dec3x_f21(_v,5,0),
                          f_dec3x_f21(_v,5,1),
                          f_dec3x_f21(_v,5,2))*1.0)
         )
     }
     #declare Fn01 = function (x,y,z) {
         #if (1)
         Fn00(x,y,z,
             f_dturbulence(x,y,z,3,
                 0.1,0.1,0.1,
                 5,0.40,2.7,0.2,
                 frame_number*0.0005,
                 frame_number*0.0015,
                 frame_number*0.0030),
             0.7
         )
         #else
         Fn00(x,y,z,
             f_dnoise(x,y,z,3,
                 0.4,0.4,0.4,
                 frame_number*0.005,
                 frame_number*0.015,
                 frame_number*0.030),
             0.4
         )
         #end
     }

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 4 Dec 2024 06:12:40 GMT</pubDate>
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	</item>
	<item>
		<title>[Chris R] Scrabble (WIP) Animation [488 days 23 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;I took a divergence in the Scrabble scene I have been working on to create
macros for setting up the game board and racks based on real game recordings.
After I got that working pretty well, I added macros to display views during the
play of a word to the board from a rack with a ghostly hand moving the tiles.
From there it is easy to create animations.

Since the scene is still in its single light-source stage, it takes about 10
seconds or less to render each frame, so I was able to create a 100-frame movie.
 There is something in my tile animation that is causing a jump when the tiles
transition from lifting above the rack to moving to the board, but you get the
idea...

-- Chris R
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 3 Dec 2024 16:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Animation via yuqk's f_hash() inbuilt function [490 days and 58 minutes ago]</title>
		<description>
&lt;pre&gt;On 12/2/24 05:47, Mr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is hypnotic, but maybe too small scaled to let us gaze at its evolution...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Unless it can't show bigger cells ?&lt;/span&gt;

Thanks. It's admittedly a bit small at its native size. It was what I 
could do quickly while aiming for a 10 second animation at under 3MB. If 
your browser or viewer supports a full screen mode, you might find it 
some help - my old eyes do.

I have a two minute animation in my space with a slightly larger pixel 
resolution, larger 'noise-steps' and a much slower frame rate. The 
slower frame rate is better for viewing the evolution. The mp4, though, 
is a little over 29MB. I've attached the last frame of that animation.

The slower frame rates compress much less well (with my ffmpeg novice 
settings).

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 2 Dec 2024 14:20:49 GMT</pubDate>
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	</item>
	<item>
		<title>[Mr] Re: Animation via yuqk's f_hash() inbuilt function [490 days 4 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I recently made a post about rolling your own random noise generators&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with f_hash() over in the v4.0 forum:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
https://news.povray.org/povray.pov4.discussion.general/thread/%3C674b018b%40news.povray.org%3E/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I found myself with a few hours to burn this afternoon so I gave&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; creating a special noise video a try based upon f_hash(). The core&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of the code is:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #include &amp;quot;functions.inc&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #declare Seed00 = 7834.5540283051168443;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #declare Delta = 880+frame_number*0.00002;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #declare Step = sqrt(Delta)      *0.00025;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #declare Fn2Dlen = function (x,y) {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;          f_2x_f32_vlength(f_enc2x_f32(x,y))&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #declare Fn00 = function {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;          f_hash(&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;              (&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;              f_hash(Fn2Dlen(x+Delta,y+Delta),Seed00,Step,0)+&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;              f_hash(Fn2Dlen(x-Delta,y+Delta),Seed00,Step,0)+&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;              f_hash(Fn2Dlen(x+Delta,y-Delta),Seed00,Step,0)+&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;              f_hash(Fn2Dlen(x-Delta,y-Delta),Seed00,Step,0)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;              ),&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;          Seed00,0,0)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #declare Pigm00 = pigment {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;          function { Fn00(x,y,z) }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Above there are four distance to x,y coordinate based f_hash()s feeding&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a final f_hash() function - all using the same seed value. An mp4 video&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; attached.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bill P.&lt;/span&gt;

This is hypnotic, but maybe too small scaled to let us gaze at its evolution...
Unless it can't show bigger cells ?
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 2 Dec 2024 10:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Animation via yuqk's f_hash() inbuilt function [490 days 17 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;I recently made a post about rolling your own random noise generators 
with f_hash() over in the v4.0 forum:

https://news.povray.org/povray.pov4.discussion.general/thread/%3C674b018b%40news.povray.org%3E/

I found myself with a few hours to burn this afternoon so I gave 
creating a special noise video a try based upon f_hash(). The core
of the code is:

     #include &amp;quot;functions.inc&amp;quot;
     #declare Seed00 = 7834.5540283051168443;
     #declare Delta = 880+frame_number*0.00002;
     #declare Step = sqrt(Delta)      *0.00025;

     #declare Fn2Dlen = function (x,y) {
         f_2x_f32_vlength(f_enc2x_f32(x,y))
     }
     #declare Fn00 = function {
         f_hash(
             (
             f_hash(Fn2Dlen(x+Delta,y+Delta),Seed00,Step,0)+
             f_hash(Fn2Dlen(x-Delta,y+Delta),Seed00,Step,0)+
             f_hash(Fn2Dlen(x+Delta,y-Delta),Seed00,Step,0)+
             f_hash(Fn2Dlen(x-Delta,y-Delta),Seed00,Step,0)
             ),
         Seed00,0,0)
     }

     #declare Pigm00 = pigment {
         function { Fn00(x,y,z) }
     }

Above there are four distance to x,y coordinate based f_hash()s feeding 
a final f_hash() function - all using the same seed value. An mp4 video 
attached.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 1 Dec 2024 22:17:50 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: multiple image_maps as media density-- ANIMA... [525 days 21 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;On 27/10/2024 19:25, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; When I make POV-ray videos now, I usually include the code I used, at the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; beginning of the animation (so that I know what I did for future reference!),&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; then several duplicated frames of the first image render, *then* the animation&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; begins. Maybe that is what you are seeing as the 'not smooth enough' problem?&lt;/span&gt;

Resetting VLC to defaults solved all the problems, sorry for the
inconvenience.
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Oct 2024 17:47:23 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: multiple image_maps as media density-- ANIMA... [525 days 22 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;yesbird &amp;lt;sya###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Looks nice, may be movement is not smooth enough, but impression is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; good in general.&lt;/span&gt;

When I make POV-ray videos now, I usually include the code I used, at the
beginning of the animation (so that I know what I did for future reference!),
then several duplicated frames of the first image render, *then* the animation
begins. Maybe that is what you are seeing as the 'not smooth enough' problem?

The video plays back well on the six(!) Windows video players I have--Windows
Media Player, Irfanview, VirtualDub2MOD, avidemux (an *old* one but still
useful), SMPlayer, and VLC.

I used VirtualDub2MOD to create the video.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Oct 2024 16:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: multiple image_maps as media density-- ANIMA... [526 days 2 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

yesbird &amp;lt;sya###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 27/10/2024 14:08, Alain Martel wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Loops OK here, also using VLC. Maybe a setting issue.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Although this is not POV-related issue, I've checked&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; my VLC (3.0.20, Win7) with few other videos - looping was OK.&lt;/span&gt;

fwiw, VLC (3.5.7) on Android also loops Kenneth's video, no problem.


@Kenneth.

very interesting, thank you.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Oct 2024 12:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: multiple image_maps as media density-- ANIMA... [526 days 3 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;On 27/10/2024 14:08, Alain Martel wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Loops OK here, also using VLC. Maybe a setting issue.&lt;/span&gt;

Although this is not POV-related issue, I've checked
my VLC (3.0.20, Win7) with few other videos - looping was OK.
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Oct 2024 12:12:30 GMT</pubDate>
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	</item>
	<item>
		<title>[Alain Martel] Re: multiple image_maps as media density-- ANIMA... [526 days 4 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;Le 2024-10-27 &amp;#195;&amp;#160; 05:46, yesbird a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 27/10/2024 00:46, Kenneth wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; This refers to my recent post in p.b. images, here...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; https://news.povray.org/povray.binaries.images/thread/ &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; %3Cweb.671d5e03ca529ae591c33a706e066e29%40news.povray.org%3E/&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; The camera is static, and the media container (a box) rotates&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; 360-degrees.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Looks nice, may be movement is not smooth enough, but impression is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; good in general. For unknown reason I can't loop in in VLC but may be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; this is VLC problem.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; -- &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; YB&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Loops OK here, also using VLC. Maybe a setting issue.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Oct 2024 11:08:08 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: multiple image_maps as media density-- ANIMA... [526 days 5 hours and 32 minutes ago]</title>
		<description>
&lt;pre&gt;On 27/10/2024 00:46, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This refers to my recent post in p.b. images, here...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
https://news.povray.org/povray.binaries.images/thread/%3Cweb.671d5e03ca529ae591c33a706e066e29%40news.povray.org%3E/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The camera is static, and the media container (a box) rotates&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 360-degrees.&lt;/span&gt;

Looks nice, may be movement is not smooth enough, but impression is
good in general. For unknown reason I can't loop in in VLC but may be
this is VLC problem.
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Oct 2024 09:46:37 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] multiple image_maps as media density-- ANIMATION [526 days 17 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;This refers to my recent post in p.b. images, here...

https://news.povray.org/povray.binaries.images/thread/%3Cweb.671d5e03ca529ae591c33a706e066e29%40news.povray.org%3E/

The camera is static, and the media container (a box) rotates
360-degrees.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 26 Oct 2024 21:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Re: Aiming DeskLamp [540 days 1 hour and 41 minutes ago]</title>
		<description>
&lt;pre&gt;On 2024-10-13 09:34 (-4), Cousin Ricky wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2024-10-12 17:31 (-4), Bald Eagle wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Now you need to do a . . . Ricksar animation!   :D&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have no idea what this is.  Searches on several searches turn up&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; literally only your post--along with insisting that I've misspelled&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;rockstar&amp;quot; or &amp;quot;Pixar.&amp;quot;&lt;/span&gt;

Oh, I think I know what you mean.  Maybe I shouldn't try thinking so
early in the morning.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 13 Oct 2024 13:37:59 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Re: Aiming DeskLamp [540 days 1 hour and 45 minutes ago]</title>
		<description>
&lt;pre&gt;On 2024-10-12 17:31 (-4), Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Now you need to do a . . . Ricksar animation!   :D&lt;/span&gt;

I have no idea what this is.  Searches on several searches turn up
literally only your post--along with insisting that I've misspelled
&amp;quot;rockstar&amp;quot; or &amp;quot;Pixar.&amp;quot;
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 13 Oct 2024 13:34:09 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Aiming DeskLamp [540 days 17 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;Whoa.

20 Years!  :O

This is, in the very real sense of the word - EPIC.

Now you need to do a . . . Ricksar animation!   :D


Well done.

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 12 Oct 2024 21:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Aiming DeskLamp [541 days 4 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; [*] to get access to the OC, once in, your old user id / p/w should still work.&lt;/span&gt;

your original password is the same but prefixed 'oc2_'.  (memory..)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 12 Oct 2024 10:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Aiming DeskLamp [541 days 8 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

Cousin Ricky &amp;lt;ric###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The scene description files use two of my proposed Object Collection&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; libraries, ...&lt;/span&gt;

re OC.  I wonder if you would be willing to, um, test and review the OC as runs
now on a development server, and feedback via email ? Chris has created a login
for you[*], and will send you the p/w on request (email via the 'w1058'
webmaster address at povray.org, using &amp;quot;OC&amp;quot; as subject).  crossing fingers you
have both time and inclination :-)  thanks (in advance).

[*] to get access to the OC, once in, your old user id / p/w should still work.

regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 12 Oct 2024 06:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Re: Aiming DeskLamp [541 days 14 hours and 8 minutes ago]</title>
		<description>
&lt;pre&gt;On 2024-10-04 11:40 (-4), Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That's some really nice work there, Mr. Callwood.&lt;/span&gt;

Thanks!

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; When did you write the first desk lamp scene?&lt;/span&gt;

This question has multiple interpretations, so forgive me for the long
timeline.

2004 December 30: Work is started.
2005 March 6: The first (unpublished) include file is completed.
2005 March 6: The lamp is used by my 3rd generation (unpublished) render
  rig.
2005 March 6: The first scene is created (lampdemo2.jpg).  Like the OP
  animation, it was a test scene.  Sure the image is small; my computer
  screen was 800x600 at the time.
2021 January 11: A rewrite of the include file is started.
2021 November 30: The hooded lamp aiming test animation is created, with
  edits until 2022 June 27.  The final animation posted to YouTube was
  created last month.  This scene turns on an undocumented debugging
  switch to reveal exactly where the lamp is aimed (the bright spot on
  the moving target).
2022 September 6: The rewritten include file is completed and published.
2022 September 6: The first non-test scene to incorporate the new lamp
  (lamp-round-dl-hiq.jpg) is an update of a scene created on 2005 April
  15 which used the old lamp include file.
2022 October 13: The new lamp is used by my 4th generation render rig.
2024 April 30: The flat panel lamp aiming test animation scenes are
  completed.  The final animations posted to YouTube were created last
  month.  Like the hooded lamp test, these scenes turn on the debugging
  switch to reveal exactly where the lamp is aimed.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; How many files and features are associated with it at this point?&lt;/span&gt;

The scene description files use two of my proposed Object Collection
libraries, DeskLamp and ShapeOfTheDay.  I have posted links to both of
these libraries in p.object-collection.  These two, in turn, use
RoundEdge, including its elliptical torus mesh.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Are you using macros to calculate the positioning of the light?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Are they &amp;quot;simple&amp;quot; vector calculations like vdot and vcross, or are you employing&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; matrix transforms?&lt;/span&gt;

The lamp's position and up-vector are of course set by the scene, but
the macros used to aim the lamp (given its position and up-vector) are
all defined in desklamp.inc.  The transformation is defined in macro
Lamp_Orient_Trans(), which uses vcross() and vdot(), along with macro
Reorient_Trans() from transforms.inc.  Macro Lamp_Flex_Angle() completes
the aiming by flexing the neck appropriately.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 12 Oct 2024 01:11:15 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Aiming DeskLamp [548 days 23 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;Cousin Ricky &amp;lt;ric###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The lamps from the proposed Object Collection module DeskLamp rotate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; themselves and flex their necks to aim at a given location from a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; specified position and &amp;quot;up&amp;quot; direction.&lt;/span&gt;

That's some really nice work there, Mr. Callwood.
It's impressive how much time and work you've invested in a simple desk lamp to
get the shapes and textures and positioning right.

When did you write the first desk lamp scene?
How many files and features are associated with it at this point?

Are you using macros to calculate the positioning of the light?
Are they &amp;quot;simple&amp;quot; vector calculations like vdot and vcross, or are you employing
matrix transforms?

Again - nice work as always.

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 4 Oct 2024 15:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Aiming DeskLamp [549 days 18 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;The lamps from the proposed Object Collection module DeskLamp rotate
themselves and flex their necks to aim at a given location from a
specified position and &amp;quot;up&amp;quot; direction.  These videos are a test of this
feature.

Hooded gooseneck lamp: https://youtu.be/V7GryU-SV4w
Rectangular panel lamp: https://youtu.be/HDymR-blOM0
Round panel lamp: https://youtu.be/0lu8J9dEOj8

You may notice the panel lamps changing size and shape over the course
of the animations.  This was just a separate test of macro arguments
that I piggy-backed onto the aiming test.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 3 Oct 2024 20:42:59 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Unusual Emerald Jardin [568 days 13 hours and 38 minutes ago]</title>
		<description>
&lt;pre&gt;An unusual pattern of inclusions in a cut emerald.  This animation is
just straight up RGB-rendered, as spectral rendering would have taken
about 3 months to render.

https://youtu.be/GtyJlPn6gvc

The marble texture is by Tek:
https://news.povray.org/4624b281$1%40news.povray.org
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 15 Sep 2024 01:40:22 GMT</pubDate>
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	</item>
	<item>
		<title>[Josh English] Re: yet another fire animation (yafa ?) [340KB a... [583 days 8 hours and 3 minutes ago]</title>
		<description>
&lt;pre&gt;On 7/29/2024 12:38 PM, Cousin Ricky wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;RedGuff&amp;quot; &amp;lt;dom###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;fr&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Josh English &amp;lt;eng###&amp;nbsp;[at]&amp;nbsp;spiritone&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; I know exactly how you feel. I do most everyhting here at work, until I need to&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; render a big file and I take it home.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Paul Vanukoff wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; &amp;quot;Rick [Kitty5]&amp;quot; &amp;lt;pov###&amp;nbsp;[at]&amp;nbsp;dial&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;pipex&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote in message&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; news:&lt;a href=&quot;/&lt;3897f6fe@news.povray.org&gt;&quot;&gt;3897f6fe@news.povray.org&lt;/a&gt;...&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; LOL - what should you be doing?&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Rick&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; :) Here at work? I do on-phone tech support ... I play with POV while I'm&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; talking to customers ... (if they only knew) ... it's actually the only&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; place I can get anything done .. there's too much other stuff to do at home&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Paul Vanukoff&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; van###&amp;nbsp;[at]&amp;nbsp;primenet&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Josh English&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; eng###&amp;nbsp;[at]&amp;nbsp;spiritone&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; &amp;quot;May your hopes, dreams, and plans not be destroyed by a few zeros.&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I suggest You to start it from zero, then grow, then reduce to zero: lengh = T.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Restart n times, with a n/T phase shift each time.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Thanks.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I think we have a new record for thread necromancy here!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

That's my post he's responding to. Given my description of my job, my 
post was between 1995 and 2000, when I worked at Stream.

I like my old tag. I had forgotten in. The ISP I was using at the time 
was bought out by a scoundrel and he shuttered the place without 
warning. I lost a lot of email history; several local companies lost 
their internet access AND important emails from customers.

Josh--not so new and definitely not updated--English
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 31 Aug 2024 07:15:40 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Re: yet another fire animation (yafa ?) [340KB a... [615 days 19 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;RedGuff&amp;quot; &amp;lt;dom###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;fr&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Josh English &amp;lt;eng###&amp;nbsp;[at]&amp;nbsp;spiritone&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I know exactly how you feel. I do most everyhting here at work, until I need to&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; render a big file and I take it home.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Paul Vanukoff wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; &amp;quot;Rick [Kitty5]&amp;quot; &amp;lt;pov###&amp;nbsp;[at]&amp;nbsp;dial&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;pipex&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote in message&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; news:&lt;a href=&quot;/&lt;3897f6fe@news.povray.org&gt;&quot;&gt;3897f6fe@news.povray.org&lt;/a&gt;...&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; &amp;gt; LOL - what should you be doing?&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; &amp;gt; Rick&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; :) Here at work? I do on-phone tech support ... I play with POV while I'm&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; talking to customers ... (if they only knew) ... it's actually the only&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; place I can get anything done .. there's too much other stuff to do at home&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; Paul Vanukoff&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; van###&amp;nbsp;[at]&amp;nbsp;primenet&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Josh English&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; eng###&amp;nbsp;[at]&amp;nbsp;spiritone&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;May your hopes, dreams, and plans not be destroyed by a few zeros.&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I suggest You to start it from zero, then grow, then reduce to zero: lengh = T.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Restart n times, with a n/T phase shift each time.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks.&lt;/span&gt;

I think we have a new record for thread necromancy here!
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 29 Jul 2024 19:45:00 GMT</pubDate>
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	<item>
		<title>[RedGuff] Re: yet another fire animation (yafa ?) [340KB a... [619 days 15 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;Josh English &amp;lt;eng###&amp;nbsp;[at]&amp;nbsp;spiritone&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I know exactly how you feel. I do most everyhting here at work, until I need to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; render a big file and I take it home.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Paul Vanukoff wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;Rick [Kitty5]&amp;quot; &amp;lt;pov###&amp;nbsp;[at]&amp;nbsp;dial&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;pipex&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote in message&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; news:&lt;a href=&quot;/&lt;3897f6fe@news.povray.org&gt;&quot;&gt;3897f6fe@news.povray.org&lt;/a&gt;...&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; LOL - what should you be doing?&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; Rick&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; :) Here at work? I do on-phone tech support ... I play with POV while I'm&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; talking to customers ... (if they only knew) ... it's actually the only&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; place I can get anything done .. there's too much other stuff to do at home&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Paul Vanukoff&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; van###&amp;nbsp;[at]&amp;nbsp;primenet&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Josh English&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; eng###&amp;nbsp;[at]&amp;nbsp;spiritone&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;May your hopes, dreams, and plans not be destroyed by a few zeros.&amp;quot;&lt;/span&gt;

I suggest You to start it from zero, then grow, then reduce to zero: lengh = T.
Restart n times, with a n/T phase shift each time.
Thanks.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 25 Jul 2024 23:55:00 GMT</pubDate>
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		<title>[jr] Re: Found an old puzzle game from childhood [681 days 3 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

Josh English &amp;lt;Jos###&amp;nbsp;[at]&amp;nbsp;joshuarenglish&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Too much wood texture, I know.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This puzzle reportedly has 240 ways to make a cube and there are dozens&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of shapes that they can build. I managed to keep the blocks but I lost&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the plans I made as a kid&lt;/span&gt;

:-)

very nice to watch, thanks.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; for all the other shapes, so I'm off to rebuild.&lt;/span&gt;

perhaps one where the camera does a 360 around the assembling shape ?


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 25 May 2024 11:55:00 GMT</pubDate>
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		<title>[William F Pokorny] Re: Found an old puzzle game from childhood [682 days 23 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;On 5/23/24 01:37, Josh English wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Too much wood texture, I know.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This puzzle reportedly has 240 ways to make a cube and there are dozens &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of shapes that they can build. I managed to keep the blocks but I lost &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the plans I made as a kid for all the other shapes, so I'm off to rebuild.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Josh&lt;/span&gt;

Cool.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 23 May 2024 15:44:37 GMT</pubDate>
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	<item>
		<title>[Josh English] Found an old puzzle game from childhood [683 days 9 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;Too much wood texture, I know.

This puzzle reportedly has 240 ways to make a cube and there are dozens 
of shapes that they can build. I managed to keep the blocks but I lost 
the plans I made as a kid for all the other shapes, so I'm off to rebuild.

Josh
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 23 May 2024 05:37:35 GMT</pubDate>
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	<item>
		<title>[Cousin Ricky] Re: Textured flexible cylinder [709 days 13 hours and 25 minutes ago]</title>
		<description>
&lt;pre&gt;On 4/26/24 21:02 (-4), Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Cylindrical means cylindrical.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And you're deviating from that to toroidal.&lt;/span&gt;

My intended task was to bend a solid texture into an arc.  That it is
applied to a torus is incidental.  I can't even begin to imagine dealing
with warp { toroidal }.  (What you see in the animation is a solid
checker pattern.  If I were dealing with uv-mapping, of course I would
have used toroidal.)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If I had to guess the best way to do that, it would be by geometric inversion.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Your cylinder would be a torus of infinite radius, and then you'd translate it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; relative to the center of inversion until you got a torus with the desired major&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; radius.&lt;/span&gt;

I suppose if I were doing those calculations myself, I'd at least know
what I was doing.  But without thinking too hard about it, it seems like
an overly convoluted and unnecessarily difficult way to get it done.
The main difficulty with warp { cylindrical } was getting all the parts
oriented and scaled properly, but the end code is remarkably simple, if
somewhat head-scratching.

FWIW, I did work from the center of curvature, then translate.  And of
course, the unbent object (which does not appear in this animation,
because it is between frames) is a special case using a straight
cylinder, because infinite radii and translations are not fun.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Excellent job getting it all to work!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm sure it must have been a hard slog to the finish line.&lt;/span&gt;

Thanks!
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 27 Apr 2024 01:53:34 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Textured flexible cylinder [709 days 14 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;Cousin Ricky &amp;lt;ric###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Attached is a cylinder bent around a circular arc.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; How did I get the texture to follow the bend?  Easy: I spent 3 days&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; throwing spaghetti at a wall until all of it stuck.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have to do this every time I use the cylindrical warp.  I can explain&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; all about how POV-Ray handles gamma and sRGB, but warp { cylindrical }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; is still black magic to me.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The code will be in the next major release of DeskLamp.&lt;/span&gt;

Well, to be fair, you're doing one of those Cousin-Ricky level things that I
often find myself doing.

Cylindrical means cylindrical.
And you're deviating from that to toroidal.

If I had to guess the best way to do that, it would be by geometric inversion.
Your cylinder would be a torus of infinite radius, and then you'd translate it
relative to the center of inversion until you got a torus with the desired major
radius.

Dunno if recounting my cylindrical warp woes will help you any:

http://news.povray.org/povray.bugreports/thread/%3Cweb.5c01b8a81374e197765e06870%40news.povray.org%3E/

Excellent job getting it all to work!
I'm sure it must have been a hard slog to the finish line.

- BE
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 27 Apr 2024 01:05:00 GMT</pubDate>
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		<title>[Cousin Ricky] Textured flexible cylinder [709 days 22 hours and 3 minutes ago]</title>
		<description>
&lt;pre&gt;Attached is a cylinder bent around a circular arc.

How did I get the texture to follow the bend?  Easy: I spent 3 days
throwing spaghetti at a wall until all of it stuck.

I have to do this every time I use the cylindrical warp.  I can explain
all about how POV-Ray handles gamma and sRGB, but warp { cylindrical }
is still black magic to me.

The code will be in the next major release of DeskLamp.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 26 Apr 2024 17:15:52 GMT</pubDate>
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	<item>
		<title>[Cousin Ricky] Re: TheEarth rotation [800 days 14 hours and 22 minutes ago]</title>
		<description>
&lt;pre&gt;On 2023-12-10 09:35 (-4), Alain Martel wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Le 2023-12-09 &amp;#195;&amp;#160; 14:24, Cousin Ricky a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I rendered the Object Collection's theearth.pov with the animation&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; clock.&amp;#194;&amp;#160; I don't know whether Chris intended the clouds to rotate with&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; the rest of the planet, but I did not change his cloud code.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That would cause some serious winds...&lt;/span&gt;

You convinced me.  I decided to change his cloud code.

The updated code is at:
  https://github.com/CousinRicky/POV-TheEarth/releases/tag/v1.2
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 27 Jan 2024 00:56:41 GMT</pubDate>
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		<title>[Thomas de Groot] Re: Wet paper texture [805 days 7 hours and 37 minutes ago]</title>
		<description>
&lt;pre&gt;Op 21/01/2024 om 08:28 schreef Thomas de Groot:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Just in case you want to play with those diffuse parameters, ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

This suddenly reminds me that there also is:

interior_texture {...}

Friedrich Lohmueller used that with the leaves of his versions of Arbaro 
trees..

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 22 Jan 2024 07:41:27 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: Wet paper texture [806 days 7 hours and 47 minutes ago]</title>
		<description>
&lt;pre&gt;forgot to add the saturation map.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 21 Jan 2024 07:31:37 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: Wet paper texture [806 days 7 hours and 50 minutes ago]</title>
		<description>
&lt;pre&gt;Op 20/01/2024 om 17:14 schreef Bald Eagle:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thomas de Groot &amp;lt;tho###&amp;nbsp;[at]&amp;nbsp;degroot&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I have no access presently to the PC where I have stored my stuff (and&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; it is some years since last I used backside illumination). First thing&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; in the morning, on my ToDo. Sorry for the delay!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Never fear, intrepid renderer - I figgered it out.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I just needed to add the ft values in, using a constant function in the pigment&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; map.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So, it works, but probably could use a fair bit of improvement.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - BW&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Excellent!

Just in case you want to play with those diffuse parameters, here is 
some code (+ an image map) I used a long time ago in my window scene 
with the Sultana (Gancaloon Project):

//==================================================
#declare p_curtain_1 = pigment {image_map {png 
&amp;quot;Orange_Gold_Damask_by_R2krw9.png&amp;quot; gamma srgb interpolate 2 filter all 0.5}}
#declare p_curtain_2 = pigment {image_map {png 
&amp;quot;Orange_Gold_Damask_by_R2krw9.png&amp;quot; gamma srgb interpolate 2 filter all 0.0}}
#declare p_curtain_sat = pigment {image_map {png 
&amp;quot;Orange_Gold_Damask_by_R2krw9_sat.png&amp;quot; gamma 1 interpolate 2}}

//==================================================
//Material definitions
#declare Curtain_=
#declare f_curtain_1 =
finish {
   specular 0.0
   roughness 0.0005
   diffuse 0.8, 0.2  //using backside illumination
   conserve_energy
}

#declare f_curtain_2 =
finish {
   specular 0.25
   roughness 0.002
   diffuse 0.8, 0.3  //using backside illumination
   conserve_energy
}

material {
   texture {uv_mapping
     pigment_pattern {p_curtain_sat}
     texture_map {
       [0.0 pigment {p_curtain_1}
            finish {f_curtain_1}
       ]
       [1.0 pigment {p_curtain_2}
            finish {f_curtain_2}
       ]
     }
   }
}
//==================================================

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 21 Jan 2024 07:28:51 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Wet paper texture [806 days 23 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;Thomas de Groot &amp;lt;tho###&amp;nbsp;[at]&amp;nbsp;degroot&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have no access presently to the PC where I have stored my stuff (and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; it is some years since last I used backside illumination). First thing&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; in the morning, on my ToDo. Sorry for the delay!&lt;/span&gt;

Never fear, intrepid renderer - I figgered it out.

I just needed to add the ft values in, using a constant function in the pigment
map.

So, it works, but probably could use a fair bit of improvement.

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 20 Jan 2024 16:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: Wet paper texture [806 days 23 hours and 23 minutes ago]</title>
		<description>
&lt;pre&gt;Op 20-1-2024 om 16:05 schreef Bald Eagle:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thomas de Groot &amp;lt;tho###&amp;nbsp;[at]&amp;nbsp;degroot&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I was going to suggest that too indeed. I use that for simulating&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; semitransparent cloth combined with backside illumination. Is also&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; available in v3.7.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Unexplored territory for me.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So, my texture is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; texture {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;       slope {}&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;       texture_map {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;            [0 pigment {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 average&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 pigment_map {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                      [Entries]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;            ]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;            [0 pigment {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 average&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 pigment_map {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                      [Entries]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;            ]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;       }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've tried plugging in a finish statement, but the parser squawks &amp;quot;no }, found&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; finish instead&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Where does the finish GO?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I was also thinking about how to go about making a user defined finish function,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and that will probably have to be done with another map, since we don't have&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; function controlled finish parameters&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - BW&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
I have no access presently to the PC where I have stored my stuff (and 
it is some years since last I used backside illumination). First thing 
in the morning, on my ToDo. Sorry for the delay!
-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 20 Jan 2024 15:56:15 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Wet paper texture [806 days 23 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;OK, so I finally got the finish in the right place

texture {
     slope {}
     texture_map {
          [0 pigment {
               average
               pigment_map {
                    [Entries]
               }
               finish {}
          ]
          [0 pigment {
               average
               pigment_map {
                    [Entries]
               }
               finish {}
          ]
     }
}

But no matter what I do with those 2 diffuse values, I don't get anything like
that translucent effect.  I'm also still puzzled why filter and transmit don't
seem to work at all - it doesn't result in a totally transparent region even if
I hard code the function pigment map entry to 1.
I do seem to get more &amp;quot;light&amp;quot; coming through, but strangely, it doesn't look
like the usual filtered or transmissive appearance that I normally expect.
It tried getting rid of those entries entirely, and that didn't seem to help
either.

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 20 Jan 2024 15:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Wet paper texture [807 days and 9 minutes ago]</title>
		<description>
&lt;pre&gt;Thomas de Groot &amp;lt;tho###&amp;nbsp;[at]&amp;nbsp;degroot&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I was going to suggest that too indeed. I use that for simulating&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; semitransparent cloth combined with backside illumination. Is also&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; available in v3.7.&lt;/span&gt;

Unexplored territory for me.


So, my texture is

texture {
     slope {}
     texture_map {
          [0 pigment {
               average
               pigment_map {
                    [Entries]
               }
          ]
          [0 pigment {
               average
               pigment_map {
                    [Entries]
               }
          ]
     }
}

I've tried plugging in a finish statement, but the parser squawks &amp;quot;no }, found
finish instead&amp;quot;

Where does the finish GO?

I was also thinking about how to go about making a user defined finish function,
and that will probably have to be done with another map, since we don't have
function controlled finish parameters

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 20 Jan 2024 15:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: Wet paper texture [807 days 7 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;Op 19/01/2024 om 12:45 schreef William F Pokorny:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 1/18/24 21:53, Bald Eagle wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I have no real idea what I'm doing with the filter and transmit &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; values, and I&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; can't achieve any transparency no matter what values I use.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In v3.8 (v3.7?) there is that second finish { difuse } specification?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; diffuse 0.6, 0.3&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bill P.&lt;/span&gt;

I was going to suggest that too indeed. I use that for simulating 
semitransparent cloth combined with backside illumination. Is also 
available in v3.7.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 20 Jan 2024 07:24:21 GMT</pubDate>
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	</item>
	<item>
		<title>[And] Re: Wet paper texture [808 days and 9 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So, I wasted half the day doing ridiculous things with cross products, dot&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; products, and rotating graphs of scattering functions.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then I just decided to experiment with faking it from scratch.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; After wrestling with the aoi and slope patterns, I got something that more or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; less works as a basic concept.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have no real idea what I'm doing with the filter and transmit values, and I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; can't achieve any transparency no matter what values I use.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Anyway, here's a quick animation I threw together to adequately show how it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; works.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It's just &amp;quot;one&amp;quot; texture and 2 light sources to provide adequate illumination of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; both sides.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - BE&lt;/span&gt;

Wow, your ridiculous thing is really attractive.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 19 Jan 2024 15:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Wet paper texture [808 days 3 hours and 33 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/18/24 21:53, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have no real idea what I'm doing with the filter and transmit values, and I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; can't achieve any transparency no matter what values I use.&lt;/span&gt;

In v3.8 (v3.7?) there is that second finish { difuse } specification?

diffuse 0.6, 0.3

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 19 Jan 2024 11:45:33 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Wet paper texture [808 days 12 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;So, I wasted half the day doing ridiculous things with cross products, dot
products, and rotating graphs of scattering functions.

Then I just decided to experiment with faking it from scratch.

After wrestling with the aoi and slope patterns, I got something that more or
less works as a basic concept.

I have no real idea what I'm doing with the filter and transmit values, and I
can't achieve any transparency no matter what values I use.

Anyway, here's a quick animation I threw together to adequately show how it
works.

It's just &amp;quot;one&amp;quot; texture and 2 light sources to provide adequate illumination of
both sides.

- BE
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 19 Jan 2024 02:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Mirascope [827 days 11 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;Cousin Ricky &amp;lt;ric###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; To get a good handle on what I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; was seeing, I used an object somewhat more complex than a cube, with a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; gradient pigment for improved discernment.&lt;/span&gt;

Yeah, I just used a bozo pigmented cube.

I like the animation - it certainly looks very much like a real mirascope, wrt
the reflections.   I do think that we're missing the &amp;quot;sweet spot&amp;quot; that really
sells the illusion.

https://www.youtube.com/shorts/7gD_aXh6nx4
https://www.youtube.com/watch?v=mbBQ1vK0ELo

I'm gonna say that maybe it's the diameter of the viewing aperture, since I'm
speculating that maybe there aren't too many parabolic mirror dimensions that
satisfy the requirements?

It looks like we need to capture that first real image that appears when you
start looking into the aperture, but make the other reflections not very
visible.  I also get a sense from the videos that maybe the mirrors they are
using are somehow flatter than what you've got.

Your POV-Ray logo has an inverted reflection visible behind the real image, and
the real image sits too deep in the aperture to make it actually look like it's
floating on top of the hole.
It's even worse with the larger aperture.

I'm juggling teen-agers, but maybe you can just use the small aperture to make
another animation where you vary the parabola dimensions, and see if you can get
the logo to &amp;quot;rise up&amp;quot; out of the depths of the device.

Excellent work!

I'm also interested in seeing if the &amp;quot;shine a laser onto the real image&amp;quot; trick
works as well.That's one of the most surprising aspects of the illusion.

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 31 Dec 2023 04:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Mirascope [827 days 14 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;I rendered some mirascope animations to easily get an idea of what
configurations would give good results.  To get a good handle on what I
was seeing, I used an object somewhat more complex than a cube, with a
gradient pigment for improved discernment.  The dimensions I used are
annotated at the upper left of the frames, with HEIGHT referring to the
height of the bottom mirror.  For mirascope-02.mp4, I used the
proportions from the illustration at the University of Wisconsin at
Madison at the link BE posted in p.general:

https://www.physics.wisc.edu/ingersollmuseum/exhibits/opticscolor/parabolicmirrorillusion/

That model has a rather small opening, so I rendered mirascope-04.mp4
with double the hole diameter.

It is not easy to see both the object and its reflected apparitions
simultaneously.  With both diameters, there was an angular sweet spot
between when the object itself appears, and when the opening becomes
reflected in the bottom mirror.  At low viewing angles, only the
reflections are visible.  As the viewing angle gets higher, the
reflection of the opening appears soon after the top of the actual
object comes into view, then expands quite rapidly.  At higher viewing
angles, the reflections cannot be seen.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 31 Dec 2023 00:44:52 GMT</pubDate>
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	</item>
	<item>
		<title>[Alain Martel] Re: TheEarth rotation [848 days 1 hour and 44 minutes ago]</title>
		<description>
&lt;pre&gt;Le 2023-12-09 &amp;#195;&amp;#160; 14:24, Cousin Ricky a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I rendered the Object Collection's theearth.pov with the animation&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clock.  I don't know whether Chris intended the clouds to rotate with&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the rest of the planet, but I did not change his cloud code.&lt;/span&gt;

That would cause some serious winds...
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 10 Dec 2023 13:35:01 GMT</pubDate>
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	<item>
		<title>[kurtz le pirate] Re: TheEarth rotation [848 days 5 hours and 33 minutes ago]</title>
		<description>
&lt;pre&gt;On 09/12/2023 20:24, Cousin Ricky wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I rendered the Object Collection's theearth.pov with the animation&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clock.  I don't know whether Chris intended the clouds to rotate with&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the rest of the planet, but I did not change his cloud code.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I did the same thing... LOL
&amp;lt;http://louisbel.free.fr/anime_earth.mov&amp;gt;


Without clouds but with another image of the Earth found here :
&amp;lt;https://eoimages.gsfc.nasa.gov/images/imagerecords/73000/73580/world.topo.bathy.200401.3x5400x2700.jpg&amp;gt;





-- 
Kurtz le pirate
Compagnie de la Banquise
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 10 Dec 2023 09:45:16 GMT</pubDate>
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	<item>
		<title>[Cousin Ricky] TheEarth rotation [848 days 19 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;I rendered the Object Collection's theearth.pov with the animation
clock.  I don't know whether Chris intended the clouds to rotate with
the rest of the planet, but I did not change his cloud code.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 9 Dec 2023 19:24:25 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Gamma Showcase: how clipka did it [915 days 11 hours and 20 minutes ago]</title>
		<description>
&lt;pre&gt;I've always been curious how Christoph did the stripes for the gamma
showcase image
  https://wiki.povray.org/content/File:TutImgGammaShowcase.png
but only now got around to looking at the code.  I decided to do a
walk-around animation to visualize the pattern.

For some reason, at camera resolution the striped impressions don't
match the solid color in the video.  They did match in the still frames
prior to encoding.  Because the stripes are initially at the camera
resolution, moire patterns are inevitable when the camera starts moving,
but these clear up as I bring the camera in closer to the spheres.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 4 Oct 2023 03:58:32 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Re: Blinking Button [1040 days 9 hours and 47 minutes ago]</title>
		<description>
&lt;pre&gt;On 8/27/2022 04:50, Dave Blandston wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=Wi6-aASp7M8&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm getting a lot of mileage out of the Disposable Heroes font, used here as&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; sample text on a website button. The sphere_sweep objects used in that font&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; caused so much trouble that I replaced them all with Cousin Ricky's awesome&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; SphereSweep.inc macros.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have a wonderful day folks!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Kind regards,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Dave Blandston&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

&amp;quot;This video isn't available anymore&amp;quot;

Bummer. I wanted to see an alternate font from you.

dik
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 1 Jun 2023 05:31:48 GMT</pubDate>
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	</item>
	<item>
		<title>[Colin Fleming] Panu Hassi - Bounce [1116 days 2 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;Source files are in &amp;quot;povray.binaries.scene-files&amp;quot;.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 17 Mar 2023 12:30:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Colin Fleming] Panu Hassi - Ring [1116 days 2 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;Source files are in &amp;quot;povray.binaries.scene-files&amp;quot;.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 17 Mar 2023 12:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Colin Fleming] Drew Wells - Tomb [1116 days 2 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;Panu Hassi created a RayScene ARR file, I've just converted everything to
POV-Ray v3.x sytanx and added the missing &amp;quot;ghost.gif&amp;quot;
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 17 Mar 2023 12:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: Beetle [1117 days 21 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;On 15/03/2023 19:58, Mike Miller wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Very nice YB. The metallic materials work well in animation. I also like the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; additional specular highlights in the eyeballs.&lt;/span&gt;

Agree with you, although this is a simple turntable animation, it works
well for 3D models, one flat image is not sufficient for presenting a
complex shape.

I like highlights too, but it seems to me that ambient light is
insufficient.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I just finished a more traditional looking scarab beetle. I'll post it when I'm&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; done with the materials. I'm modeling a fly now (I did a fairly crude one in POV&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 30 years ago).&lt;/span&gt;

I like this new entomology series and wonder how fast you are working.
Looking forward to new insects.
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 15 Mar 2023 17:25:11 GMT</pubDate>
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	</item>
	<item>
		<title>[Mike Miller] Re: Beetle [1117 days 22 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;yesbird &amp;lt;sya###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here is animation of Mike's beetle:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=YRxRznkDpfY&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I know that light setup could be much better, but I'm still learning and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; at the same time trying to save rendering time, as much as possible.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; YB&lt;/span&gt;

Very nice YB. The metallic materials work well in animation. I also like the
additional specular highlights in the eyeballs.

I just finished a more traditional looking scarab beetle. I'll post it when I'm
done with the materials. I'm modeling a fly now (I did a fairly crude one in POV
30 years ago).
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 15 Mar 2023 17:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Beetle [1117 days 23 hours and 42 minutes ago]</title>
		<description>
&lt;pre&gt;Hi,
Here is animation of Mike's beetle:
https://www.youtube.com/watch?v=YRxRznkDpfY

I know that light setup could be much better, but I'm still learning and
at the same time trying to save rendering time, as much as possible.
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 15 Mar 2023 15:37:03 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: Fush-14 animated [1120 days 5 hours and 53 minutes ago]</title>
		<description>
&lt;pre&gt;On 13/03/2023 07:19, Mike Miller wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Wow, nice. I like the animation. Lighting and rendering look very natural. Good&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; job.&lt;/span&gt;
Btw, if you want, you can download complete set of individual frames 
from here (400.5 Mb):
https://drive.google.com/file/d/1SllR3mUMVoudLgfq-fWRCL-Cdl4Bm_Dc/view?usp=share_link
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Mar 2023 09:25:18 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: Fush-14 animated [1120 days 8 hours and 17 minutes ago]</title>
		<description>
&lt;pre&gt;On 13/03/2023 08:57, Mike Miller wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks, yes. We're on the same paths. :) Very cool - I love what you've done so&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; far and exited to see the boolean stuff. I'm using naming conventions to handle&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; some of POV's objects like lathes, sweeps, and blobs. I'll need to download C4D.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm impressed with Blender, it's tools and the speed of Eevee rendering. Add&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; free. :)&lt;/span&gt;
Blender is a great tool, last weak I played with it and like it's power
,'freedom' and plugin for POV. Don't sure if you need C4D having a
Blender already, it's too expensive, while abilities are comparable to
Blender's. You have Blender + Sculptris - this pair covers all needs,
I suppose.

I'm working with C4D for may year, know it very well, but if I
started from scratch now, I would choose a Blender.

My future plans are following:
1. Prepare useful tools for creating geometry to speed-up modelling:
    - Complete C4D-POV converter.
    - Write converter from ZBrush-&amp;gt;POV to obtain high-density colored
      meshes. Present standard implementation of ZBrush-&amp;gt;OBJ is poor and
      not supports vertex coloring.

2. Explore POV materials more deeply, examples from your scenes will
    help me a lot at this point.

3. Put attention on lighting - creating adequate lighting environment is
    not easy task, as I know from working with VRay.

4. And finally construct object, combine scenes, publish :).

In parallel, filling library with object you send, probably animate
them.

PS: The idea about naming conventions is very good, it's much more
easy to tweak the scene, when knows object's types.
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Mar 2023 07:02:02 GMT</pubDate>
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	</item>
	<item>
		<title>[Mike Miller] Re: Fush-14 animated [1120 days 9 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;yesbird &amp;lt;sya###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 13/03/2023 07:19, Mike Miller wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Wow, nice. I like the animation. Lighting and rendering look very natural. Good&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; job.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I posted a new beetle model ...permission to use and abuse granted. :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Very well, I am treat it as guide to action :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; So...I programmed a few converters to write various POV types from .x3d. I&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; include the one that handles blobs and Sphere sweeps. I was happy to see that&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; blobs in the Blender viewport matched closely to the POV rendering result.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Excellent, I see, that we are going on parallel courses - lack of a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; goodmodelling environment forces us to make proprietary tools. I'm in one&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; step of completing first release of Cinema4D to POV converter.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Now it supports:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 1. Primitives: sphere, cube, cone, cylinder, plane, spline, mesh2.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 2. Boolean operations: union, difference, intersection.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 3. Constructive operations: extrude(prism).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm working on sphere sweep and lathe now.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In attachment are results of C4D's 'Cloner' work.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Can POV convert quaternion to euler angles ?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; May be this set of macros will help ?:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
http://news.povray.org/povray.binaries.scene-files/message/%3CXns940C86DC9B1D4None%40204.213.191.226%3E/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; YB&lt;/span&gt;



Thanks, yes. We're on the same paths. :) Very cool - I love what you've done so
far and exited to see the boolean stuff. I'm using naming conventions to handle
some of POV's objects like lathes, sweeps, and blobs. I'll need to download C4D.
I'm impressed with Blender, it's tools and the speed of Eevee rendering. Add
free. :)
Mike.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Mar 2023 06:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: Fush-14 animated [1120 days 9 hours and 53 minutes ago]</title>
		<description>
&lt;pre&gt;On 13/03/2023 07:19, Mike Miller wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Wow, nice. I like the animation. Lighting and rendering look very natural. Good&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; job.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I posted a new beetle model ...permission to use and abuse granted. :)&lt;/span&gt;
Very well, I am treat it as guide to action :)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So...I programmed a few converters to write various POV types from .x3d. I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; include the one that handles blobs and Sphere sweeps. I was happy to see that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; blobs in the Blender viewport matched closely to the POV rendering result.&lt;/span&gt;

Excellent, I see, that we are going on parallel courses - lack of a 
goodmodelling environment forces us to make proprietary tools. I'm in one
step of completing first release of Cinema4D to POV converter.

Now it supports:
1. Primitives: sphere, cube, cone, cylinder, plane, spline, mesh2.
2. Boolean operations: union, difference, intersection.
3. Constructive operations: extrude(prism).

I'm working on sphere sweep and lathe now.
In attachment are results of C4D's 'Cloner' work.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Can POV convert quaternion to euler angles ?&lt;/span&gt;
May be this set of macros will help ?:
http://news.povray.org/povray.binaries.scene-files/message/%3CXns940C86DC9B1D4None%40204.213.191.226%3E/
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Mar 2023 05:25:28 GMT</pubDate>
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	</item>
	<item>
		<title>[Mike Miller] Re: Fush-14 animated [1120 days 10 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;yesbird &amp;lt;sya###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 11/03/2023 03:16, Bald Eagle wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; That is absolutely beautiful  :O&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks Bill, but this is  completely Mike's work, I'm only turned it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; on 360 degree, very slowly :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; YB&lt;/span&gt;

Wow, nice. I like the animation. Lighting and rendering look very natural. Good
job.

FYI,
I posted a new beetle model ...permission to use and abuse granted. :)
While looking at Blender for CAD export options, I came across the old .x3d
format which handles most of POV's primitive types including blobs. (Mballs)
So...I programmed a few converters to write various POV types from .x3d. I
include the one that handles blobs and Sphere sweeps. I was happy to see that
blobs in the Blender viewport matched closely to the POV rendering result.

Fortunately, my sphere sweeps and meta balls didn't require rotation data which
is written in quaternions. I made a stab to convert to eular but the math hurts
my head.

Can POV convert quaternion to euler angles ?
Mike


meta ball from .x3d
&amp;lt;Transform DEF=&amp;quot;Mball_035_TRANSFORM&amp;quot;
   translation=&amp;quot;60.537418 13.368469 -8.296644&amp;quot;
   scale=&amp;quot;12.194446 7.824638 4.814421&amp;quot;
   rotation=&amp;quot;-1.000000 0.000000 0.000000 1.570796&amp;quot;
   &amp;gt;
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Mar 2023 04:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Yes-library: Spiral worm animation [1122 days 11 hours and 18 minutes ago]</title>
		<description>
&lt;pre&gt;Simple turntable animation of 'Spiral worm':

Video: https://www.youtube.com/watch?v=_ZGjlTH7dw8
Code: https://github.com/syanenko/Yes-World/blob/main/spiral_worm.pov

Animation of different parameters, like pins size, length, number of
turns. palette, etc. can give impressive effects, but I postponed it
while busy with export utilities.

Please, don't forget to switch on loop mode :)
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 11 Mar 2023 04:00:39 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: Fush-14 animated [1122 days 12 hours and 57 minutes ago]</title>
		<description>
&lt;pre&gt;On 11/03/2023 03:16, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That is absolutely beautiful  :O&lt;/span&gt;
Thanks Bill, but this is  completely Mike's work, I'm only turned it
on 360 degree, very slowly :)
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 11 Mar 2023 02:21:21 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Fush-14 animated [1122 days 14 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;yesbird &amp;lt;sya###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Finally completed !&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It took about 36 hours on my Intel Core i5 750, 2.67GHz to render 360&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 1920x1080 frames with AA 0.3 of 14 sec. animation of Mike's Fish-14.&lt;/span&gt;

Damn, Sergey,


That is absolutely beautiful  :O

Well worth the 36 hours, and congrats to you and Mike on doing so much with this
model.

 -BW
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 11 Mar 2023 00:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Fush-14 animated [1123 days and 46 minutes ago]</title>
		<description>
&lt;pre&gt;Finally completed !

It took about 36 hours on my Intel Core i5 750, 2.67GHz to render 360
1920x1080 frames with AA 0.3 of 14 sec. animation of Mike's Fish-14.

The fish is so good, that I could not resist to this temptation.
To decrease rendering time I simplified lighting a little:
area_light (16, 16) changed to (2, 2), sorry, Mike, or it could be
rendered forever :).

Result is here:
https://www.youtube.com/watch?v=JomLeE21Wic
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 10 Mar 2023 14:33:10 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Yes-library: Weed [1130 days 23 hours and 35 minutes ago]</title>
		<description>
&lt;pre&gt;Weed, part of Yes-library, derived from Mike's basic shape,
now animated:
https://www.youtube.com/watch?v=REc3Tk6OzqU
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 2 Mar 2023 15:43:40 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: Breathing coral [1131 days 15 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;On 23/02/2023 02:44, yesbird wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; First object from Yes-library (https://github.com/syanenko/pov-yes):&lt;/span&gt;
Cloned and re-animated:
https://www.youtube.com/watch?v=R2izyG_Qv4o
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 1 Mar 2023 23:33:12 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: Fish 13 cloned [1133 days 16 hours and 35 minutes ago]</title>
		<description>
&lt;pre&gt;On 28/02/2023 01:04, Mike Miller wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Nice!...all these models you're putting together look great. Is that a custom&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; shader you're applying?  I know you mentioned cell shading.&lt;/span&gt;

Thanks, Mike.
I'm glad that you are not disappointed by my games with your models.

This is a hand-made 'shader' that works very simple, by applying
following textures to different parts of the models:
--------------------------------------------------------------------
#declare tex_01 =
texture {
	pigment { gradient y        // Play with it.
	 	  color_map { jet } // Use pre-defined colormap.
	          scale 100         //
	          rotate 0          // Play with transforms too.
	          translate -40 }   //
	normal { bumps scale 0.08 }
}
--------------------------------------------------------------------
By shifting gradients and transforms we can apply different segments of
colormap to object's parts, achieving a wide range of palettes.

Set of colormaps are here:
https://github.com/syanenko/pov-colormaps

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'll try to get some other objects your way (bugs, snails, plants...). I got&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; pulled into another project but will return soon. :)&lt;/span&gt;

Will be glad to play with old/new toys from your archive, wish you good
luck with your present project, looking forward to you coming back.

All the best,
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 27 Feb 2023 22:44:07 GMT</pubDate>
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	</item>
	<item>
		<title>[Mike Miller] Re: Fish 13 cloned [1133 days 17 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;yesbird &amp;lt;sya###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Another one object from Yes-library (https://github.com/syanenko/pov-yes):&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=NvTMP3XGKms&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; YB&lt;/span&gt;

Nice!...all these models you're putting together look great. Is that a custom
shader you're applying?  I know you mentioned cell shading.

I'll try to get some other objects your way (bugs, snails, plants...). I got
pulled into another project but will return soon. :)
Best regards,
Mike.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 27 Feb 2023 22:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Fish 13 cloned [1135 days 11 hours and 52 minutes ago]</title>
		<description>
&lt;pre&gt;Another one object from Yes-library (https://github.com/syanenko/pov-yes):

https://www.youtube.com/watch?v=NvTMP3XGKms
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 26 Feb 2023 03:27:04 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Breathing coral [1138 days 15 hours and 35 minutes ago]</title>
		<description>
&lt;pre&gt;First object from Yes-library (https://github.com/syanenko/pov-yes):

https://www.youtube.com/watch?v=Xfp7ocJBziQ
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Feb 2023 23:44:07 GMT</pubDate>
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	</item>
	<item>
		<title>[Mike Miller] Re: Close to the Yes [1139 days 8 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;yesbird &amp;lt;sya###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is my first experimental blob-based animation of abstract&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes-objects:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=9blerQPA2Dk&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; A lot of things should be done: create more impressive finish and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; bumping, adjust color palette, pack object&amp;#160;into macro for easy duplicating.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; YB&lt;/span&gt;

Nice form. I like what you have so far.
Mike
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Feb 2023 06:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Close to the Yes [1139 days 9 hours and 53 minutes ago]</title>
		<description>
&lt;pre&gt;This is my first experimental blob-based animation of abstract
Yes-objects:
https://www.youtube.com/watch?v=9blerQPA2Dk

A lot of things should be done: create more impressive finish and 
bumping, adjust color palette, pack object&amp;#194;&amp;#160;into macro for easy duplicating.
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Feb 2023 05:25:43 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: Fragile Earth animation [1142 days 10 hours and 18 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC1&quot;&gt;&amp;gt; fwiw, just a little too fast, I thought.&lt;/span&gt;

  I slowed it down - apocalypse now ... postponed.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Feb 2023 05:00:46 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: Fragile Earth animation [1143 days 17 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC1&quot;&gt;&amp;gt; fwiw, just a little too fast, I thought.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (2050 ?! optimist.. :-))&lt;/span&gt;

Yes, time flies ... )
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 17 Feb 2023 21:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Fragile Earth animation [1143 days 19 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;yesbird&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Any critical notes and suggestions about improvement are welcome.&lt;/span&gt;

fwiw, just a little too fast, I thought.

(2050 ?! optimist.. :-))


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 17 Feb 2023 20:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Fragile Earth animation [1143 days 23 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;Hi, guys !

Inspired by our discussions about height fields and color maps, I've rendered
this simple animation:

https://www.youtube.com/watch?v=i7kItZ6S6cM

Any critical notes and suggestions about improvement are welcome.
Scene in attachment.
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 17 Feb 2023 16:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Lars Rohwedder] Ideas for Voronoi animations [1196 days 1 hour and 57 minutes ago]</title>
		<description>
&lt;pre&gt;I created some 2D animations of Voronoi diagrams some years ago, with 
different Minkowski metrics:

https://commons.wikimedia.org/wiki/User:RokerHRO/Voronoi

Perhaps this might be an inspiration to do similar things in 3D? I'd 
like to see such animations in 3D. :-D

Lars R.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 27 Dec 2022 13:21:45 GMT</pubDate>
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	</item>
	<item>
		<title>[Bill Pragnell] Voronoi cells bounding box [1196 days 2 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;Hi all, Merry Christmas or the solstice celebration of your choice!

I found several major problems with my voronoi cell maker when I started messing
with non-square grids. This was hindered by a lack of input validation,
provoking me to overhaul my input parsing. The TL;DR is that anisotropic grids
are problematic, and it's difficult to sanitize inputs to avoid bad output, so I
decided to just document the input options and offer advice (!).

I'm now padding the volume of interest with extra grid points to make
calculation easier (and more correct). The change in boundary conditions means
that there are several ways to handle the cells at the edges of the box:

1) process all padded points, including the bounding planes, to fill the space
up to the faces of the box. This gives a 'filled' box with complete faces.

2) process only the points within the box, including the bounding planes to trim
the cells. This results in some cells that extend out of the box being trimmed
by the bounding planes, but also produces gaps from padding cells that extend
into the box.

3) process only the points within the box, but don't include the bounding
planes. This means that some cells extend out of the box, and some gaps from the
padding cells extend into the box. This option is the most 'natural' looking,
because there is no obvious edge to the bounded volume.

Here are three examples of the above options, all using the same seed grid. I
have combined them into a gif to more clearly show the differences.

(The attachment guidelines recommend h264, but I think this makes no sense for
comparisons with only a few frames; apologies if gifs are for some reason
frowned upon!)

Bill
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 27 Dec 2022 12:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Blinking Button [1318 days 6 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;https://www.youtube.com/watch?v=Wi6-aASp7M8

I'm getting a lot of mileage out of the Disposable Heroes font, used here as
sample text on a website button. The sphere_sweep objects used in that font
caused so much trouble that I replaced them all with Cousin Ricky's awesome
SphereSweep.inc macros.

Have a wonderful day folks!

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 27 Aug 2022 08:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Animated Function [1344 days 12 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;I know there are better ways of achieving the final result but my goal was to
write the code below. Trying different functions is lots of fun.

https://www.youtube.com/watch?v=apI3E4Pt8h8

Here's the scene file which generates height_field frames: (One row and one
column should be discarded to avoid crosshatching in the image. The proper
resolution will be displayed.)

#version 3.7;

global_settings {assumed_gamma 1}

#include &amp;quot;colors.inc&amp;quot;

/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * */
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * */
/* *
                                    * */
/* *
                                    * */
/* * SCENE SETTINGS
                                    * */
/* *
                                    * */
/* *
                                    * */
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * */
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * */

#local AspectRatio = 1;

camera {
   orthographic
   location &amp;lt;0, 0, -1&amp;gt;
   right AspectRatio * x
   direction &amp;lt;0, 0, 1&amp;gt;
   look_at &amp;lt;0, 0, 0&amp;gt;
} //camera

/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * */
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * */
/* *
                                    * */
/* *
                                    * */
/* * TEXTURES
                                    * */
/* *
                                    * */
/* *
                                    * */
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * */
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * */

#local Color0 = Black;
#local Color1 = White;

#local NColors = 65536;

#local BlockColor = array [NColors]

#for (I, 0, NColors - 1)
   #local BlockColor [I] = (I / (NColors - 1) * Color1) + (NColors - 1 - I) /
(NColors - 1) * Color0;
#end //#for

/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * */
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * */
/* *
                                    * */
/* *
                                    * */
/* * THE SCENE
                                    * */
/* *
                                    * */
/* *
                                    * */
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * */
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * */

#local AxesLengths = 540;
#local StepX = 1/2; //Should be 1, 1/2, 1/3, 1/4, et cetera
#local StepY = 1/2; //Should be 1, 1/2, 1/3, 1/4, et cetera

#local MinX = -AxesLengths;
#local MaxX = AxesLengths;
#local MinY = -AxesLengths;
#local MaxY = AxesLengths;

#local NColumns = (MaxX - MinX) / StepX + 1;
#local NRows = (MaxY - MinY) / StepY + 1;

#debug concat (&amp;quot;\nImage resolution should be &amp;quot;, str (NColumns - 1, 0, 0), &amp;quot; x &amp;quot;,
str (NRows - 1, 0, 0), &amp;quot; pixels.\n&amp;quot;)

#local Block = array [NColumns] [NRows]

#local AnimationFactor = (cos (radians (180 + clock * 90)) + 1) * 16;

#local I = 0;
#for (CurX, MinX, MaxX, StepX)
   #local J = 0;
   #for (CurY, MinY, MaxY, StepY)
      //#local F = CurY * sin (radians (CurX * CurX / 256)); //The function
(AxesLengths = 800; reduce the denominator for shorter AxesLengths)
      //#local F = cos (radians (CurX * .5)) * CurY; //The function
      //#local F = cos (radians (CurX / 2)) * sin (radians (CurY / 2)); //The
function (AxesLengths = 800; reduce the denominator for shorter AxesLengths)
      //#local F = pow (cos (radians (CurX)) + 2, cos (radians (CurY)) + 1);
//The function
      //#local F = pow (cos (radians (CurX)) + 2, cos (radians (CurX / (cos
(radians (CurY)) + 2))) + 1); //The function
      #local F = pow (cos (radians (CurX)) + 2, cos (radians (CurX * (cos
(radians (CurY)) + AnimationFactor))) + 1); //The function (Use AxesLengths =
540)
      #if (I = 0 &amp;amp; J = 0)
         #local Lowest = F;
         #local Highest = F;
      #else
         #if (F &amp;lt; Lowest)
            #local Lowest = F;
         #end //#if
         #if (F &amp;gt; Highest)
            #local Highest = F;
         #end //#if
      #end //#if
      #local Block [I] [J] = F;
      #local J = J + 1;
   #end //#for
   #local I = I + 1;
#end //#for

#local Highest = Highest - Lowest;
#local Denominator = Highest / (NColors - 1);

#for (I, 0, NColumns - 1)
   #for (J, 0, NRows - 1)
      #local Block [I] [J] = int ((Block [I] [J] - Lowest) / Denominator + .5);
      #if (Block [I] [J] &amp;lt; 0)
         #debug concat (&amp;quot;\n&amp;quot;, str (Block [I] [J], 0, 18), &amp;quot;\n&amp;quot;)
         #debug concat (&amp;quot;\n&amp;quot;, str (Lowest, 0, 6), &amp;quot;, &amp;quot;, str (Highest, 0, 6),
&amp;quot;\n&amp;quot;)
         #error &amp;quot;Oh darn.&amp;quot;
      #end //#if
   #end //#for
#end //#for

#local Graph = object {
   union {
      #local I = 0;
      #for (CurX, MinX, MaxX, StepX)
         #local J = 0;
         #for (CurY, MinY, MaxY, StepY)
            box {&amp;lt;CurX - .5, CurY - .5, 0&amp;gt; &amp;lt;CurX + .5, CurY + .5, .1&amp;gt; texture
{pigment {color BlockColor [Block [I] [J]]}} finish {emission .9}}
            #local J = J + 1;
         #end //#for
         #local I = I + 1;
      #end //#for
   } //union
} //object

#local S = max (NColumns, NRows);

object {Graph scale &amp;lt;1 / S / StepX, 1 / S / StepY, 1&amp;gt;}
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 1 Aug 2022 03:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Website Mockup Animation [1345 days 7 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;Howdy Everyone,

This is a demonstration video of a very simple website design mockup utility.
The idea is that an animation more closely resembles an actual website than just
a static image, and can also demonstrate more visual features such as changing
buttons and such. I'm sure there are better options available but this was fun
to make and fits my needs perfectly. The potential to make this utility more
sophisticated certainly exists, such as defining spline paths for the mouse
pointer to follow and adding pre-defined events such as changing backgrounds at
certain frames, but the current functionality is sufficient for my current
purposes and I'll save the extended functionality for another day since my focus
at the moment is on a website project.

https://www.youtube.com/watch?v=MnDDW82xhtI

The source is posted in the text scene files area.

Have an awesome day!

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 31 Jul 2022 07:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: 3d animation? [1377 days 7 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;Well I've never done anything with anaglyphs but your website is pretty cool. I
still appreciate the things from those by-gone years as well. Have a great day!

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 29 Jun 2022 08:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] 3d animation? [1380 days 21 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;Does any body do 3d animation? The red\blue anaglyph kind.

I wrote a windows program to combine the two 2d images into the 3d anaglyph.
Really rewrote my old 'RB_3d' program at &amp;lt;http://leroyw.byethost15.com/&amp;gt;
by adding a batch run that can do animation files.

When I was about to upgrade my web site, I thought about upgrading the POV files
that comes with 'RB_3d'. While going through them I need to know just what did
I want to do.
 If I had POV make both left and right 2d images one after the other using
animation in the ini file, I have to either rewrite the batch to skip files or
use POV shells to rename the 2d image files. So I started on how POV shells
work.
I wrote a shell program to do renaming. But I wasn't satisfied, I still had a
lot of disk space being use. A 800 frame animation would have 2400 images on
disk.
I could get rid of 2/3 of those files, if I use POV to make the 3d image from
the two 2d image already on the disk then delete the 2d images.

Now I have TWO systems to make animated Anaglyphs.

system 1 : POV makes all the left images for an animation
           POV makes all the Right images for an animation
           use RB_3d to combine images
           make animation using your favorite tools
system 2 : using animation in POV ini with my shell program
           POV makes the 3d images for an animation
           make animation using your favorite tools

Now I really have a choice do I?

 1:put both on my web site

 2:put system 1 only on my web site

 3:put system 2 only on my web site

 4: don't put upgrade

So thanks for any feed bake!

Have fun!
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 25 Jun 2022 17:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Re: Weird. [1382 days and 55 minutes ago]</title>
		<description>
&lt;pre&gt;On 23/06/2022 4:16 pm, J&amp;#195;&amp;#182;rg &amp;quot;Yadgar&amp;quot; Bleimann wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi(gh)!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 13.04.21 12:44, m@b wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Check out my animation:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; https://youtu.be/jWXSZitnqeI&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I just posted a comment!&lt;/span&gt;

Thanks :-} made me smile.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; See you in Khyberspace!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yadgar&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Now playing: Logos (Part 2) (Tangerine Dream)&lt;/span&gt;

Nice!
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 24 Jun 2022 14:23:47 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Conway [1382 days 9 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

ingo &amp;lt;ing###&amp;nbsp;[at]&amp;nbsp;tag&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;povray&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; seems to be 3.7.0 vs something newer, after a quick test (win10). The&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; older one seems a bit more permissive.&lt;/span&gt;

the .. permissiveness seems to exist on MS Windows only.  on Slackware Linux all
installed (3.7.0.8, 3.7.1-rc.1, 3.8.0-alpha.9945627 and betas) fail on the same
frame (#21); I cannot fathom why the error doesn't occur on the first read.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 24 Jun 2022 05:30:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.62b54aa3def97904d6bf93276cde94f1%40news.povray.org%3E/#%3Cweb.62b54aa3def97904d6bf93276cde94f1%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: Weird. [1383 days and 2 minutes ago]</title>
		<description>
&lt;pre&gt;Hi(gh)!

On 13.04.21 12:44, m@b wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Check out my animation:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/jWXSZitnqeI&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
I just posted a comment!

See you in Khyberspace!

Yadgar

Now playing: Logos (Part 2) (Tangerine Dream)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 23 Jun 2022 15:16:26 GMT</pubDate>
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	</item>
	<item>
		<title>[ingo] Re: Conway [1383 days 1 hour and 11 minutes ago]</title>
		<description>
&lt;pre&gt;in news:&lt;a href=&quot;/&lt;XnsAEBFA2727B6BCseed7@news.povray.org&gt;&quot;&gt;XnsAEBFA2727B6BCseed7@news.povray.org&lt;/a&gt; ingo wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Strange that I didn't trip over it.&lt;/span&gt;

seems to be 3.7.0 vs something newer, after a quick test (win10). The 
older one seems a bit more permissive.

ingo

-- 
https://ingoogni.nl
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 23 Jun 2022 14:07:45 GMT</pubDate>
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	</item>
	<item>
		<title>[ingo] Re: Conway [1383 days 1 hour and 21 minutes ago]</title>
		<description>
&lt;pre&gt;in news:&lt;a href=&quot;/&lt;web.62b4392ddef97904d6bf93276cde94f1@news.povray.org&gt;&quot;&gt;web.62b4392ddef97904d6bf93276cde94f1@news.povray.org&lt;/a&gt; jr wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; newline: &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #write (CAFile SizeX &amp;quot;,&amp;quot; SizeY &amp;quot;,\n&amp;quot;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Fixed that. Thanks. Strange that I didn't trip over it.


-- 
https://ingoogni.nl
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 23 Jun 2022 13:58:10 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Conway [1383 days 5 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;ingo&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Just a Game of Life. ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; File '/tmp/conway.arr' line 2: Parse Error: Expected 'float, vector, or string&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  literal', ,  found instead&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Fatal error in parser: Cannot parse input.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; same error/frame for 3.7.0.8 and beta.2.  no idea what the problem is, the file&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; looks kosher.&lt;/span&gt;

on closer examination, there was no comma after the 2nd value of the first line,
edited the 'CAwrite()' macro to add the comma with the newline:
    #write (CAFile SizeX &amp;quot;,&amp;quot; SizeY &amp;quot;,\n&amp;quot;)

(now will try to find time to actually look at the code. :-))


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 23 Jun 2022 10:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Conway [1383 days 19 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;ingo&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Just a Game of Life. ...&lt;/span&gt;

looking good, until frame #21.  :-)

File '/tmp/conway.arr' line 2: Parse Error: Expected 'float, vector, or string
 literal', ,  found instead
Fatal error in parser: Cannot parse input.
Render failed

same error/frame for 3.7.0.8 and beta.2.  no idea what the problem is, the file
looks kosher.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Jun 2022 20:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[ingo] Conway [1384 days 5 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;Just a Game of Life. I wanted to see the transitions in state instead of just
flipping cells.

ingo

---%&amp;lt;---%&amp;lt;---%&amp;lt;---

// Persistence of Vision Ray Tracer Scene Description File
// File: conway.pov
// Vers: 3.7
// Desc: Game of Life, &amp;quot;slow version&amp;quot; to show the transistions
// Date: 2022/06/16
// Auth: Ingo Janssen
//
// cmd: +am2 +a0.5 +w640 +h360 +kff3000
// ffmpeg -r 30 -f image2 -s 640x360 -i conway%04d.png -vcodec libx265 -crf 30
-preset veryslow -pix_fmt yuv420p conway.mp4

#version 3.7;
#include &amp;quot;rand.inc&amp;quot;
#include &amp;quot;math.inc&amp;quot;

global_settings{ assumed_gamma 1.0 }
#default{ finish{ ambient 0.1 diffuse 0.9 }}


#declare Stream = seed(777);

#declare _CAstate_current = 0;
#declare _CAstate_last = 1;
// variables
#declare _CAdead = 0;
#declare _CAlive = 1;


/*====
CAinit(SizeX, SizeY): Initialize the two dimensional grid for the Game of life.
It will contain te current state and the last state of each cell in the grid.

SizeX, SizeY: the grid dimensions
*/
#macro CAinit(SizeX, SizeY)
  #local CAgrid = array[SizeX][SizeY];
  #for(i,0,SizeY-1)
    #for(j,0,SizeX-1)
      #local CAgrid[j][i] = array[2]{0,0};
    #end
  #end
  CAgrid
#end

/*====
CArndState(CAgrid): Randomize the grid's current state, fill with 1 &amp;amp; 0's

CAgrid: Two dimensional array that is the grid.
*/
#macro CArndState(CAgrid)
  #for(i, 0, dimension_size(CAgrid, 2) - 1)
    #for(j, 0, dimension_size(CAgrid, 1) - 1)
      #local rndVal = Prob(0.5, Stream);
      #local CAgrid[j][i][_CAstate_current] = rndVal;
    #end
  #end
#end

/*====
CAwrite(CAgrid, Path): writes the current and last state of the grid to file

CAgrid: Two dimensional array that is the grid.
Path: path/file name to write the file to.
*/
#macro CAwrite(CAgrid, Path)
  #local SizeX =  dimension_size(CAgrid,1);
  #local SizeY =  dimension_size(CAgrid,2);
  #local Vals = &amp;quot;&amp;quot;;
  #for(i, 0, SizeY - 1)
    #for(j, 0, SizeX - 1)
      #local Vals = concat(Vals,
        str(CAgrid[j][i][_CAstate_current],0,0),&amp;quot;,&amp;quot;,
        str(CAgrid[j][i][_CAstate_last],0,0),&amp;quot;,&amp;quot;
      );
    #end
    #local Vals = concat(Vals, &amp;quot;\n&amp;quot;);
  #end
  #fopen CAFile Path write
    #write (CAFile SizeX &amp;quot;,&amp;quot; SizeY &amp;quot;\n&amp;quot;)
    #write (CAFile Vals)
  #fclose CAFile
#end

/*====
CAread(CAgrid, Path): reads the current and last state of the grid from file
into the grid

CAgrid: Two dimensional array that is the grid and holds the states
Path: path/file name to write the file to.
*/
#macro CAread(CAgrid, Path)
  #local SizeX = 0;
  #local SizeY = 0;
  #fopen CAFile Path read
    #read(CAFile SizeX, SizeY)
    #for(i, 0, SizeY - 1)
      #for(j, 0, SizeX - 1)
        #read(CAFile
          CAgrid[j][i][_CAstate_current],
          CAgrid[j][i][_CAstate_last],
        )
      #end
    #end
  #fclose CAFile
#end


#macro CAdebug(CAgrid)
  #debug concat(&amp;quot;Frame number: &amp;quot;,str(frame_number,0,0),&amp;quot;\n&amp;quot;)
  #debug &amp;quot;Current state:\n&amp;quot;
  #for(i, 0, dimension_size(CAgrid, 2) - 1)
    #for(j, 0, dimension_size(CAgrid, 1) - 1)
      #debug concat(str(CAgrid[j][i][_CAstate_current],0,0),&amp;quot; &amp;quot;)
    #end
    #debug &amp;quot;\n&amp;quot;
  #end
  #debug &amp;quot;Last state:\n&amp;quot;
  #for(i, 0, dimension_size(CAgrid, 2) - 1)
    #for(j, 0, dimension_size(CAgrid, 1) - 1)
      #debug concat(str(CAgrid[j][i][_CAstate_last],0,0),&amp;quot; &amp;quot;)
    #end
    #debug &amp;quot;\n&amp;quot;
  #end
  #debug &amp;quot;\n&amp;quot;
#end


#declare RollOver = function(ModAB, B){
  select(ModAB, B + ModAB, ModAB)
}//#debug concat(str(RollOver(mod(-0.1, 3), 3),0,-1),&amp;quot;\n&amp;quot;)

#macro CAgetNeighbours(CAgrid, CurrentCell)
  #local SizeX = dimension_size(CAgrid, 1);
  #local SizeY = dimension_size(CAgrid, 2);
  #local Sum = 0;
  #for(i, CurrentCell.y-1, CurrentCell.y+1)
    #local I = RollOver(mod(i,SizeY), SizeY);
    #for(j, CurrentCell.x-1, CurrentCell.x+1)
      #local J = RollOver(mod(j,SizeX), SizeX);
      #local Sum = CAgrid[J][I][_CAstate_last] + Sum;
    #end
  #end
  #local Sum = Sum - CAgrid[CurrentCell.x][CurrentCell.y][_CAstate_last];
  Sum
#end


#macro CArulerun(CAgrid)
  #local SizeX = dimension_size(CAgrid,1);
  #local SizeY = dimension_size(CAgrid,2);
  #for(i, 0, SizeY - 1)
    #for(j, 0, SizeX - 1)
      #local CAgrid[j][i][_CAstate_last] = CAgrid[j][i][_CAstate_current];
    #end
  #end
  #for(i, 0, SizeY - 1)
    #for(j, 0, SizeX - 1)
      #local CurrentCell = &amp;lt;j,i&amp;gt;;
      #local CurrentValue = CAgrid[j][i][_CAstate_last];
      #local Neighbour = CAgetNeighbours(CAgrid, CurrentCell);
      #if(CurrentValue = 1 &amp;amp; Neighbour &amp;lt; 2)
        #local CAgrid[j][i][_CAstate_current] = 0;
      #elseif(CurrentValue = 1 &amp;amp; Neighbour &amp;gt; 3)
        #local CAgrid[j][i][_CAstate_current] = 0;
      #elseif(CurrentValue = 0 &amp;amp; Neighbour = 3)
        #local CAgrid[j][i][_CAstate_current] = 1;
      #end
    #end
  #end
#end


#macro CAobject(CAgrid, Frames)
  #local Frame = mod(frame_number, Frames);
  #local Half = Frames/2;
  #debug concat(str(Frame,0,-1),&amp;quot; , &amp;quot;,str(Half,0,-1) ,&amp;quot;\n&amp;quot;)
  union {
    #if(Frame&amp;gt;Half)
      #for(i, 0, dimension_size(CAgrid, 2) - 1)
        #for(j, 0, dimension_size(CAgrid, 1) - 1)
          #if(CAgrid[j][i][_CAstate_current] = 1)
            sphere{&amp;lt;j,i,0&amp;gt; 0.5 pigment {rgb 1}}
          #end
        #end
      #end
    #elseif(Frame &amp;lt;= Half)
      #for(i, 0, dimension_size(CAgrid, 2) - 1)
        #for(j, 0, dimension_size(CAgrid, 1) - 1)
          #if(CAgrid[j][i][_CAstate_current] != CAgrid[j][i][_CAstate_last])
            #if (CAgrid[j][i][_CAstate_current] = 1)
              sphere{&amp;lt;j,i,0&amp;gt; adj_range2(Frame,0,Half,0,0.5) pigment {rgb 1}}
            #else
              sphere{&amp;lt;j,i,0&amp;gt; adj_range2(Frame,0,Half,0.5,0) pigment {rgb 1}}
            #end
          #elseif(
            CAgrid[j][i][_CAstate_current] = CAgrid[j][i][_CAstate_last]
            &amp;amp; CAgrid[j][i][_CAstate_current] = 1
          )
            sphere{&amp;lt;j,i,0&amp;gt; 0.5 pigment {rgb 1}}
          #end
        #end
      #end
    #end
  }
#end


#declare TempFn = &amp;quot;conway.arr&amp;quot; //ramdisc
#declare Frames = 20;

#declare SizeX = 48;
#declare SizeY = 27;
#declare Conway = CAinit(SizeX, SizeY);
#if(file_exists(TempFn))
  CAread(Conway, TempFn)
#else
  CArndState(Conway)
#end
#if(mod(frame_number, Frames) = 0 &amp;amp; frame_number &amp;gt; 1)
  CArulerun(Conway)
  CAwrite(Conway, TempFn)
#end
//CAdebug(Conway)
object{CAobject(Conway, Frames)}

camera {
  angle 55
  location  &amp;lt;(SizeX/2)-0.5,(SizeY/2)-0.5, -50&amp;gt;
  look_at   &amp;lt;(SizeX/2)-0.5,(SizeY/2)-0.5, 0&amp;gt;
  right     x*image_width/image_height
}
light_source{
  &amp;lt;SizeX, SizeY, -2000&amp;gt;, rgb 1
}
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Jun 2022 09:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: object pattern as media-- animations [1423 days 2 hours and 40 minutes ago]</title>
		<description>
&lt;pre&gt;Op 13-5-2022 om 01:17 schreef Kenneth:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here's another one!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; One of my experiments ended up looking like a nebula of some kind, so I added a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; familiar-looking(?) spaceship, and a background photo.  This is just emission&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; media.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The wispy look required a HIGH samples count, to try and keep the media from&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; showing 'discontinuities' between the samples/intervals as the camera moved&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; through it. (I should have used an even higher value.) The camera movement is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; within a very small space.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Total render time for 400 frames: about 9 hours.&lt;/span&gt;

I love that one.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 14 May 2022 12:38:54 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: object pattern as media-- animations [1423 days 7 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here's another one!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; One of my experiments ended up looking like a nebula of some kind, so I added a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; familiar-looking(?) spaceship, and a background photo.  This is just emission&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; media.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The wispy look ...&lt;/span&gt;

is _real_ nice, and also the &amp;quot;fly-though&amp;quot; works for me.  cheers.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 14 May 2022 08:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Alain Martel] Re: object pattern as media-- animations [1424 days 1 hour and 59 minutes ago]</title>
		<description>
&lt;pre&gt;Le 2022-05-12 &amp;#195;&amp;#160; 19:17, Kenneth a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here's another one!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; One of my experiments ended up looking like a nebula of some kind, so I added a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; familiar-looking(?) spaceship, and a background photo.  This is just emission&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; media.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The wispy look required a HIGH samples count, to try and keep the media from&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; showing 'discontinuities' between the samples/intervals as the camera moved&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; through it. (I should have used an even higher value.) &lt;/span&gt;

You are correct, you need a higher value for your samples, like about 
50% more.
Another option would be to make the shell slightly thicker. Not by much. 
Maybe only 5 to 10% thicker could make a big difference.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 13 May 2022 13:19:33 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: object pattern as media-- animations [1424 days 15 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;Here's another one!

One of my experiments ended up looking like a nebula of some kind, so I added a
familiar-looking(?) spaceship, and a background photo.  This is just emission
media.

The wispy look required a HIGH samples count, to try and keep the media from
showing 'discontinuities' between the samples/intervals as the camera moved
through it. (I should have used an even higher value.) The camera movement is
within a very small space.

Total render time for 400 frames: about 9 hours.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 12 May 2022 23:20:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: object pattern as media-- animations [1437 days 22 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;This animation is similar to the previous one, but the Bunny artwork fades into
a multi-colored cells pattern... just for fun. ;-)
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 29 Apr 2022 17:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] object pattern as media-- animations [1437 days 22 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;See my original post here..,

https://news.povray.org/povray.binaries.images/thread/%3Cweb.626c0f28ac9c0ae18d86850a6e066e29%40news.povray.org%3E/

An animation of 'solid'-looking emission + absorption medias, using POV-ray's
object pattern for the media.

A mesh2 model as the object pattern, with an image_map as the media density...
then all of it heavily distorted with warp{turbulence...}

The slight flickering in the media is, I think, the result of rotating the
entire media object while the media's intervals/samples remain 'fixed' in
spatial orientation, by default(?)
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 29 Apr 2022 17:05:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Alain Martel] Re: Help With Image [1446 days 23 hours and 22 minutes ago]</title>
		<description>
&lt;pre&gt;Le 2022-04-19 &amp;#195;&amp;#160; 16:04, Cousin Ricky a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2022-04-16 13:28 (-4), Craig Lindley wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; After struggling with Doyle circle packing code for a week I finally have an&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; image which is close to the original image I posted. I've attached the image and&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; a POV file in case anyone wants to play around with it. I wrote the circle&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; packing code in Java and then transferred the generated spheres into a POV file.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; If anyone is interested in the Java code, let me know and I can get it to you.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here's an animation.&lt;/span&gt;

Very cool. Especially full screen and looping.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 20 Apr 2022 15:56:47 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Re: Help With Image [1447 days 14 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;On 20/04/2022 4:04 am, Cousin Ricky wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2022-04-16 13:28 (-4), Craig Lindley wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; After struggling with Doyle circle packing code for a week I finally have an&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; image which is close to the original image I posted. I've attached the image and&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; a POV file in case anyone wants to play around with it. I wrote the circle&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; packing code in Java and then transferred the generated spheres into a POV file.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; If anyone is interested in the Java code, let me know and I can get it to you.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here's an animation.&lt;/span&gt;

Very nice :-)

I played with hue cycling as well:

m@
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 20 Apr 2022 00:57:25 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Re: Help With Image [1447 days 19 hours and 15 minutes ago]</title>
		<description>
&lt;pre&gt;On 2022-04-16 13:28 (-4), Craig Lindley wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; After struggling with Doyle circle packing code for a week I finally have an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; image which is close to the original image I posted. I've attached the image and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a POV file in case anyone wants to play around with it. I wrote the circle&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; packing code in Java and then transferred the generated spheres into a POV file.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If anyone is interested in the Java code, let me know and I can get it to you.&lt;/span&gt;

Here's an animation.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 19 Apr 2022 20:04:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project Finished [1453 days 20 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;Improved version:

https://www.youtube.com/watch?v=cqsl1TY6Qbo
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 13 Apr 2022 19:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: sink+flip [1460 days 22 hours and 35 minutes ago]</title>
		<description>
&lt;pre&gt;On 3/23/22 13:02, jr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; a while ago I made a simple animation ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; updated.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://drive.google.com/file/d/11llUEDeUjD-S6MZ3xF7cg8un5MC05E0v/view?usp=sharing&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; enjoy, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
:-) Cool.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 6 Apr 2022 16:43:29 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: sink+flip [1474 days 22 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a while ago I made a simple animation ...&lt;/span&gt;

updated.

&amp;lt;https://drive.google.com/file/d/11llUEDeUjD-S6MZ3xF7cg8un5MC05E0v/view?usp=sharing&amp;gt;


enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 23 Mar 2022 17:05:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.623b52a6e1506615fc0c8de6cde94f1%40news.povray.org%3E/#%3Cweb.623b52a6e1506615fc0c8de6cde94f1%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.623b52a6e1506615fc0c8de6cde94f1%40news.povray.org%3E/#%3Cweb.623b52a6e1506615fc0c8de6cde94f1%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[jr] Re: USaF [1485 days 6 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;

instead of posting another low-quality anim, I've opted to put the animation &amp;quot;in
the cloud&amp;quot;, and a single frame in p.b.i, with ref to this thread (rendering at a
low resolution came at the &amp;quot;cost&amp;quot; of broken up grid lines, though they're not
noticeable when viewing the anim)

&amp;lt;https://drive.google.com/file/d/11gaKIbbZygJH0hm2v39b8SKSgd_QYdCK/view?usp=sharing&amp;gt;

if you don't want to download (a little over 200M), see the attached zip for
source files[*].  on my .. geriatric h/ware (all dual core 4 threads) it takes
well under two hours to render the 4K images.

[*] license GPL v3+.  have tried to make the code &amp;quot;cleaner&amp;quot;, the path to adjust
in the scene file is now on line 55, and the last line in the ini (also forgot
to comment out 'display=false' in the same file, sorry).


enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 13 Mar 2022 08:40:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.622dacbabeff9265fc0c8de6cde94f1%40news.povray.org%3E/#%3Cweb.622dacbabeff9265fc0c8de6cde94f1%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[jr] Re: USaF [1485 days 21 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...  working on a follow up with (hopefully) a better view(ing).&lt;/span&gt;

now have basic camera control (thanks to Bald Eagle), the attached demonstrates
that I'll need to &amp;quot;fiddle&amp;quot; some more with the settings.  will (hopefully) get to
a &amp;quot;final&amp;quot; version before long, will post the updated source files then.


enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 12 Mar 2022 17:45:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.622cdb85beff9265fc0c8de6cde94f1%40news.povray.org%3E/#%3Cweb.622cdb85beff9265fc0c8de6cde94f1%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[jr] Re: USaF [1487 days 23 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I just tried Microsoft's EDGE browser instead of Firefox -- and the video does&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; download! And plays in all of my video viewers including VLC (except in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Irfanview).&lt;/span&gt;

excellent.  (used to use + really like IrfanView back when.  no video support
then that I recall)


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So the problem IS with Firefox. That's mighty strange.&lt;/span&gt;

as is Thunderbird..  :-)


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Anyway... I like it! Nicely done.&lt;/span&gt;

thank you.  working on a follow up with (hopefully) a better view(ing).


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 10 Mar 2022 16:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: USaF [1489 days 3 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; thank you, yes, do want to know.  :-)  fwiw, I downloaded the vid (via Chrome&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; browser) to an Android + it plays alright in VLC.&lt;/span&gt;

I just tried Microsoft's EDGE browser instead of Firefox -- and the video does
download! And plays in all of my video viewers including VLC (except in
Irfanview).

So the problem IS with Firefox. That's mighty strange.

Anyway... I like it! Nicely done.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 9 Mar 2022 12:00:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.622895dfbeff92654cef624e6e066e29%40news.povray.org%3E/#%3Cweb.622895dfbeff92654cef624e6e066e29%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[jr] Re: USaF [1490 days 1 hour and 4 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In Windows 10 with latest Firefox browser, there appears to be no video when I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; try to download it; Firefox says...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;No video with supported format and MIME type found&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; As a trial, I 'downloaded' my own recent animation in the newsgroups,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;media_spline_art_test_A_ 2_25_22&amp;quot;.  Firefox itself immediately starts to play&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; it as a preview (rather than 'downloading' it, which is now an extra step.) But&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I just wanted to test another video against yours, to try and figure out where&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the problem lies. Maybe your animation has no actual content? Or has some type&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of encoding problem? I thought you would want to know.&lt;/span&gt;

thank you, yes, do want to know.  :-)  fwiw, I downloaded the vid (via Chrome
browser) to an Android + it plays alright in VLC.  (whether there's &amp;quot;content&amp;quot; is
open to debate :-) but if you cannot convince yr s/ware to play it, hope the zip
archive will work)


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Who knows, maybe the problem is with Firefox itself (?)&lt;/span&gt;

&amp;quot;computers are like air conditioners, they stop working when you open Windows.&amp;quot;
(read this in someone's signature block once)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 8 Mar 2022 14:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: USaF [1490 days 2 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;In Windows 10 with latest Firefox browser, there appears to be no video when I
try to download it; Firefox says...

&amp;quot;No video with supported format and MIME type found&amp;quot;

As a trial, I 'downloaded' my own recent animation in the newsgroups,
&amp;quot;media_spline_art_test_A_ 2_25_22&amp;quot;.  Firefox itself immediately starts to play
it as a preview (rather than 'downloading' it, which is now an extra step.) But
I just wanted to test another video against yours, to try and figure out where
the problem lies. Maybe your animation has no actual content? Or has some type
of encoding problem? I thought you would want to know.

Who knows, maybe the problem is with Firefox itself (?)
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 8 Mar 2022 13:10:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.62275589beff92654cef624e6e066e29%40news.povray.org%3E/#%3Cweb.62275589beff92654cef624e6e066e29%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[jr] USaF [1490 days 15 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

Ulam Spiral (animation) Fun.  the quality is crap but posting a zip with source
in p.b.i thread &amp;quot;Ulam Spiral fun&amp;quot;.


enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 7 Mar 2022 23:55:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.62269a9450340e26ed36e5cb6cde94f1%40news.povray.org%3E/#%3Cweb.62269a9450340e26ed36e5cb6cde94f1%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[William F Pokorny] Re: media plus spline density-- animation test [1498 days 6 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/27/22 11:02, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This animation relates to the discussion found here...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
https://news.povray.org/povray.binaries.images/thread/%3Cweb.621b98d84d044a474cef624e6e066e29%40news.povray.org%3E/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Just a test, while moving the camera around the media-filled box.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; [BTW: From this test and others I have done in the past, it appears that there&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; is an 'interplay' between a camera's position and the orientation(?) of media's&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; intervals/samples; subtle visual changes occur.  This effect is more pronounced&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the more the camera faces away from +z.]&lt;/span&gt;

Cool! Thanks. :-)

Bill ).
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 28 Feb 2022 08:19:50 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] media plus spline density-- animation test [1498 days 23 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;This animation relates to the discussion found here...

https://news.povray.org/povray.binaries.images/thread/%3Cweb.621b98d84d044a474cef624e6e066e29%40news.povray.org%3E/

Just a test, while moving the camera around the media-filled box.

[BTW: From this test and others I have done in the past, it appears that there
is an 'interplay' between a camera's position and the orientation(?) of media's
intervals/samples; subtle visual changes occur.  This effect is more pronounced
the more the camera faces away from +z.]
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Feb 2022 16:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: animation test-- compression encoding schemes [1505 days 2 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I had to resize a video for a friend a while back, and as far as I can remember,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I used ffmpeg, or convert in order to resize and maybe decrease the frame rate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to make the file size smaller.&lt;/span&gt;

AFAIK(?) both VLC Media Player and VirtualDub2 MOD make use of ffmpeg-- hidden
under their Windows GUI's. I confess that I have never been any good at using
ffmpeg's command-line tools; trying to remember which code settings to use makes
my brain hurt. (Translation: I'm lazy ;-) ]
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'd say that this is one of those areas where you should really just jettison&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; understanding how any of it works...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Because when that waters are this deep, and you're not planning to start a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; new PhD level career in graphics formats and data compression algorithms,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; then you're not going to get anything done, and you're still not going&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to understand how it all works.&lt;/span&gt;

Yeah, I agree! Well-said. Although, it nags me that I don't fully understand all
of it-- just enough to be dangerous! It's fascinating to read about...until my
eyes glaze over.

But I *want* to be a PhD genius in graphics formats and data compression
algorithms!

And an astronaut. And a James Bond 007 spy. And...
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 21 Feb 2022 12:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: animation test-- compression encoding schemes [1505 days 23 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; may David Buck can chip in.  I was (seriously) impressed by his recent coding&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; demo which came in at only ~1.2M.  (wouldn't mind knowing the &amp;quot;magic&amp;quot; settings)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ANY help would be useful ;-) Trying to fathom the intricacies of this&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; compression stuff-- AND container formats -- is like reading 'Moby Dick' in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Sanscrit. In fact, the more I read about all of it, the more confusing it gets.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; There are HD video transmission standards, rgb vs. Rec 709 (and 601) standards,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; DVD standards, Blu_Ray standards, etc etc...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; :-O&lt;/span&gt;

I had to resize a video for a friend a while back, and as far as I can remember,
I used ffmpeg, or convert in order to resize and maybe decrease the frame rate
to make the file size smaller.

For the Secret Passage entry, I remember that all I did was open the image in
some image viewer and the re-save it using some settings that brought the file
size down.

I'd say that this is one of those areas where you should really just jettison
understanding how any of it works, and just start trying out different utilities
and software packages.   Fly by the seat of your pants.   Because when that
waters are this deep, and you're not planning to start a new PhD level career in
graphics formats and data compression algorithms, then you're not going to get
anything done, and you're still not going to understand how it all works.   Just
watch a single video on jpg compression and you'll see what I mean.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 20 Feb 2022 15:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: animation test-- compression encoding schemes [1506 days 2 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; agree with TdG, impressive.  (any darker and I'd suspect burning car tires :-))&lt;/span&gt;

Ha! Yes, that can easily be done too; one of my tests looked like that.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; works here, using 'ffplay' (part of 'ffmpeg') on Slackware Linux, and on Android&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; using VLC, the Chromebook too plays it.&lt;/span&gt;

Good to know! Thanks for the feedback.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; may David Buck can chip in.  I was (seriously) impressed by his recent coding&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; demo which came in at only ~1.2M.  (wouldn't mind knowing the &amp;quot;magic&amp;quot; settings)&lt;/span&gt;

ANY help would be useful ;-) Trying to fathom the intricacies of this
compression stuff-- AND container formats -- is like reading 'Moby Dick' in
Sanscrit. In fact, the more I read about all of it, the more confusing it gets.
There are HD video transmission standards, rgb vs. Rec 709 (and 601) standards,
DVD standards, Blu_Ray standards, etc etc...

:-O
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 20 Feb 2022 12:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: animation test-- compression encoding schemes [1506 days 3 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;Thomas de Groot &amp;lt;tho###&amp;nbsp;[at]&amp;nbsp;degroot&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Tonga!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That is pretty good, Kenneth. Impressive smoke column.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Thanks. I am glad it played OK for you!

My original idea was to create translucent wispy smoke or steam; but with higher
media density and a higher extinction value, the result looks like dense smoke,
which I like. Actually, this particular test reminds me of those undersea
'smoker' vents on the sea floor, where the pressure is so great that the 'smoke'
does not spread out or dissipate very much.

The test code at the beginning of the animation is good for experimenting with
the various values.

----
That Tonga volcanic explosion was quite awesome to see, especially the
time-lapse animations from space. I can imagine it being x-number of times more
powerful, as an indication of the asteroid event that wiped out the dinosaurs!
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 20 Feb 2022 11:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: animation test-- compression encoding schemes [1506 days 4 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; [Running v3.8.0 beta 1 in Windows 10]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is my first uploaded animation from my Windows 10 computer that I purchased&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; in early 2021.&lt;/span&gt;

agree with TdG, impressive.  (any darker and I'd suspect burning car tires :-))


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is really more of a test of my animation encoding scheme, to see if the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; file plays back for everyone. ...&lt;/span&gt;

works here, using 'ffplay' (part of 'ffmpeg') on Slackware Linux, and on Android
using VLC, the Chromebook too plays it.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I am certainly no expert on the subject of video compression, but I keep trying&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to learn. There are so *many* so-called 'standards' that have accumulated over&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the years.  It was all much simple in the days of AVI video-making!&lt;/span&gt;

may David Buck can chip in.  I was (seriously) impressed by his recent coding
demo which came in at only ~1.2M.  (wouldn't mind knowing the &amp;quot;magic&amp;quot; settings)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 20 Feb 2022 10:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: animation test-- compression encoding schemes [1506 days 8 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;Op 20/02/2022 om 00:34 schreef Kenneth:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; [Running v3.8.0 beta 1 in Windows 10]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is my first uploaded animation from my Windows 10 computer that I purchased&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; in early 2021.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Scattering media plus two light_sources, using two warp{turbulences...} -- one&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; moves in y, the other is static.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
[snip]

Tonga!

That is pretty good, Kenneth. Impressive smoke column.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 20 Feb 2022 07:12:25 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] animation test-- compression encoding schemes [1506 days 15 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;[Running v3.8.0 beta 1 in Windows 10]
This is my first uploaded animation from my Windows 10 computer that I purchased
in early 2021.

Scattering media plus two light_sources, using two warp{turbulences...} -- one
moves in y, the other is static.

This is really more of a test of my animation encoding scheme, to see if the
file plays back for everyone. (Of course, in the newsgroups' web-portal, there
is always an extra suffix appended to the end of an animation file name, which
causes problems for playback in certain apps).

I am certainly no expert on the subject of video compression, but I keep trying
to learn. There are so *many* so-called 'standards' that have accumulated over
the years.  It was all much simple in the days of AVI video-making!

I used an old but still-available app called 'VirtualDub2 MOD' to assemble this
animation from .png renders. On my system, the resulting animation plays in all
of the video apps I have: Windows Media Player, Irfanview, avidemux (another
*old* one), VirtualDub2 MOD, and VLC Media Player.

VirtualDub2 MOD has lots of compression/encoding choices-- many of which I don't
understand, so I leave them at their defaults. But I've been experimenting with
the simpler choices. This is how I encoded the file; the stats as seen in the
app itself are copied verbatim:

COMPRESSION:
x264 8 bit - H.264/MPEG-4 AVC codec
YUV 4:2:0
MPEG 'profile' and 'Level' on 'Auto'
pixel format: 4:2:0 planar YCbCr (YV12)
YCbCr properties:  color space: Rec 709 HD
component range: Limited (Y: 16 - 235)
Source: RGBA32
Actual output: YUV420-709

CONTAINER FORMAT:
MP4 (MPEG-4 Part 14) (*.mp4)

Yeah, a lot of this stuff looks like technical gibberish and is not easily
understood. But some research on Wikipedia about 'Rec 709' as well as 'chroma
subsampling' was quite useful-- regarding the 4:2:0 and YCbCr stuff in
particular.

4:2:0 is one of the standards used for chroma subsampling for compression; but
there are others, like 4:2:2. According to what I have read, that one should
also work with the Rec 709 standard (and at a higher quality)-- but such a test
animation does not play in Windows Media Player; I get
a black screen. And it *crashes* Irfanview, so badly that the app is broken for
my entire work session-- I have to reboot Windows to bring it back to working
status. Yet, other apps I have like VLC Media Player play it back OK. I have no
idea why, so far.

The most interesting statistic IMO is the 'component range' of Y: 16 - 235.
Y itself is the luminance of the colors -- think grayscale brightness levels.
(Actually it's not luminance but 'luma', which AFAIK is the gamma-corrected
version of luminance.)  It would *seem* that a 'full' range of 0-255 brightness
levels would the ideal choice-- and VirtualDub does allow that choice as 'Rec
709 HD FR' (&amp;quot;full range&amp;quot;).  But in my encoding tests, the 'limited' 16-235 range
actually reproduces the POV-ray renders far more accurately.  0 - 255 produces
higher contrast and does not match the original render. That seems strange, but
I guess it involves some deeper technical stuff.

I'm still learning  ;-)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 19 Feb 2022 23:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Holey Cube puzzle animation [1552 days 19 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Eriban&amp;quot; &amp;lt;pov###&amp;nbsp;[at]&amp;nbsp;spamgourmet&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi all,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; First of all, best wishes to everyone for 2022!&lt;/span&gt;


Happy new year as well!

What an accomplishment - the technical features are impressive indeed.

Have a great day,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 4 Jan 2022 19:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: Holey Cube puzzle animation [1554 days 7 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;Op 02/01/2022 om 23:36 schreef Eriban:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi all,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; First of all, best wishes to everyone for 2022! It has been a while, but I found&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; some time to work with POV-Ray again, and the result is another puzzle&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Holey shit! You will be fined 100 Credits, sir, for dancing in a 
confined spaced during Covid lockdown! You should be ashamed of 
yourself, exposing all those innocent pieces to serious contamination, 
not the least being to want to start all over again watching the video!

One of your best assuredly. I seriously wonder how you could keep track 
of all those pieces moving at the same time.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Jan 2022 07:32:39 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3C61d2a697%241%40news.povray.org%3E/#%3C61d2a697%241%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Holey Cube puzzle animation [1554 days 13 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Eriban&amp;quot; &amp;lt;pov###&amp;nbsp;[at]&amp;nbsp;spamgourmet&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; To move as many parts in parallel without any parts colliding, a greedy scheduling&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; algorithm is used together with a basic collision detection algorithm.&lt;/span&gt;

Wow - that's ambitious, in and of itself!

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Second, for in-flight part rotations I had a go at using Quaternions. I used&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; an old quaternions.inc file&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
(http://news.povray.org/povray.binaries.scene-files/thread/%3CXns940C86DC9B1D4None%40204.213.191.226%3E/)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; as starting point. It was a good start, but I had to fix a few bugs.&lt;/span&gt;

But of course you did!  ;)
Next we know, you'll be into Octonions and hanging out with Cohl Furey...

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The updated&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; file can be found on GitHub, alongside all other source code used to create the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://github.com/erwinbonsma/HoleyCubeAnimation&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Anyway, enough talk. Here's the link to the video:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/nSJAEyxExLY&lt;/span&gt;

Wow - as if the earlier puzzle videos weren't impressive enough - now you have
everything dancing and oscillating with the musical score...

.... and of course you had to expand on the original puzzle so that it could be
fractally extended out to infinity.

What's next?  4D puzzles?

Great job as always - glad to see a new puzzle, and one that is impressive on so
many levels as well  :)


- Bill
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Jan 2022 01:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Ton] Re: Holey Cube puzzle animation [1554 days 15 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;Yes, I like it, well done.
Going to github later and see you did all this.

Cheers
Ton.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Jan 2022 00:10:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.61d23e8ad3c0a49ba07f7ff7597fb06%40news.povray.org%3E/#%3Cweb.61d23e8ad3c0a49ba07f7ff7597fb06%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Eriban] Holey Cube puzzle animation [1554 days 16 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;Hi all,

First of all, best wishes to everyone for 2022! It has been a while, but I found
some time to work with POV-Ray again, and the result is another puzzle
animation.

The basis is a twelve part puzzle designed by Yukio Hirose. Once I realised that
the design could be extended in a fractal-like fashion, I figured it would make
an excellent animation subject.

The textures are very basic. They are designed to show off the puzzle's
structure. However, the animation has some interesting technical features.

First, the part movement of the Level 2 assembly requires moving 144 parts. To
move as many parts in parallel without any parts colliding, a greedy scheduling
algorithm is used together with a basic collision detection algorithm.

Second, for in-flight part rotations I had a go at using Quaternions. I used
an old quaternions.inc file
(http://news.povray.org/povray.binaries.scene-files/thread/%3CXns940C86DC9B1D4None%40204.213.191.226%3E/)
as starting point. It was a good start, but I had to fix a few bugs. The updated
file can be found on GitHub, alongside all other source code used to create the
animation:
https://github.com/erwinbonsma/HoleyCubeAnimation

Anyway, enough talk. Here's the link to the video:
https://youtu.be/nSJAEyxExLY

I hope you like it!

Cheers,
Erwin
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 2 Jan 2022 22:40:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.61d226a322ab2ea8f591106d6aa0a913%40news.povray.org%3E/#%3Cweb.61d226a322ab2ea8f591106d6aa0a913%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Master of Puppets Font Animation variation 1 [1557 days 5 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;Variation 2... (also cyclic)
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 31 Dec 2021 09:50:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.61ced1e5d51b3552636f1af607c1b34%40news.povray.org%3E/#%3Cweb.61ced1e5d51b3552636f1af607c1b34%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.61ced1e5d51b3552636f1af607c1b34%40news.povray.org%3E/#%3Cweb.61ced1e5d51b3552636f1af607c1b34%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Dave Blandston] Master of Puppets Font Animation variation 1 [1557 days 5 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;Since the Master of Puppets font is made of round things the obvious course of
action is to animate the diameter of the character elements. The result isn't
quite as spectacular as I was hoping but still somewhat interesting.

The actual shape of two of the characters (&amp;quot;M&amp;quot; and &amp;quot;N&amp;quot;) change according to the
diameter so you'll notice that in this video.

The animation is cyclic.

Have a great day,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 31 Dec 2021 09:45:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.61cecffb7be2ec1c2636f1af607c1b34%40news.povray.org%3E/#%3Cweb.61cecffb7be2ec1c2636f1af607c1b34%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Variation on the &quot;Lava Lamp&quot; Animated Text [1579 days 9 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ha!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Don't we wish.&lt;/span&gt;

Yep that was a big project and a lot of work but also lots of fun. Thanks for
the compliment sir!

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 9 Dec 2021 05:25:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.61b19247e023a67e2636f1af607c1b34%40news.povray.org%3E/#%3Cweb.61b19247e023a67e2636f1af607c1b34%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Bald Eagle] Re: Variation on the &quot;Lava Lamp&quot; Animated Text [1580 days 3 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Dave Blandston&amp;quot; &amp;lt;IsN###&amp;nbsp;[at]&amp;nbsp;protonmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;ch&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; So, I'm gonna guess that it's a very skillfully applied transform matrix.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; What??? There's an easier way???&lt;/span&gt;

Ha!
Don't we wish.

It was late and I was working from memory.

And you did go ahead and &amp;quot;do it the hard way&amp;quot;, didn't you...   :D
&amp;quot;Each and every pixel in this animation was artisinally hand-crafted from
photons generated with power from a custom-made foot-pedal operated
generator....&amp;quot;

I was probably mixing matrix transforms and Mike Williams' non-linear scaling of
isosurfaces in my head.  A matrix won't use the proper interpretation of 'x',
since it's outside of the function parser.
I suppose you _could_ make an object pattern function and do it the isosurface
way, but that would introduce the added complication of texturing all of the
separate parts of the lettering...

&amp;quot;the slices are not scaled in the x dimension, but rather each
slice is intersected from a character that is created at the correct size for
that particular deformation function value. If the slices were simply scaled,
the inner parts would not match up. This is also what allows for the vertical
deformation.&amp;quot;

Ah, going back and watching your animation on 'loop', I understand what that
means and what you're doing.  Very clever, and it gives a very nice effect -
that goopy, squishy effect that the vertical deformation achieves.

You do nice work, Dave   :)
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 8 Dec 2021 12:10:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.61b09fa5e023a67e1f9dae3025979125%40news.povray.org%3E/#%3Cweb.61b09fa5e023a67e1f9dae3025979125%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.61b09fa5e023a67e1f9dae3025979125%40news.povray.org%3E/#%3Cweb.61b09fa5e023a67e1f9dae3025979125%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Dave Blandston] Re: Variation on the &quot;Lava Lamp&quot; Animated Text [1580 days 7 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So, I'm gonna guess that it's a very skillfully applied transform matrix.&lt;/span&gt;

What??? There's an easier way???
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 8 Dec 2021 08:00:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.61b0658fe023a67e2636f1af607c1b34%40news.povray.org%3E/#%3Cweb.61b0658fe023a67e2636f1af607c1b34%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.61b0658fe023a67e2636f1af607c1b34%40news.povray.org%3E/#%3Cweb.61b0658fe023a67e2636f1af607c1b34%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Dave Blandston] Re: Variation on the &quot;Lava Lamp&quot; Animated Text [1580 days 7 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The artifacts I see make me think of thin sections combined into full letters.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; All guesswork, of course ;-)&lt;/span&gt;

Howdy Kenneth,

You guessed very well! You are correct that the characters are made of thin
slices. I'm not nearly as adept at mathematics as I would like to be and am
therefore limited to the less elegant and sophisticated methods. The moire
patterns are caused by the union of the differing-width slices. One fine detail,
however, is that the slices are not scaled in the x dimension, but rather each
slice is intersected from a character that is created at the correct size for
that particular deformation function value. If the slices were simply scaled,
the inner parts would not match up. This is also what allows for the vertical
deformation.

The next font variation in the set (#38) applies the same technique to the z
dimension as well. The effect is stunning in my opinion but requires radiosity
to really see what's going on. A character would be sliced up into (number of
vertical slices) * (number of depth slices) blocks which results in very slow
rendering times. An animation should be very cool indeed but due to the render
time required I haven't done it. Maybe a single word (&amp;quot;POV&amp;quot; would do) could be
animated at relatively low resolution in a couple weeks.

Here are the demo images of the font variations in case you want to see what #38
looks like:
https://news.povray.org/povray.binaries.images/thread/%3Cweb.59f0b9385b47c265c581d2c50%40news.povray.org%3E/?ttop=43635
9&amp;amp;toff=500

I've added a few more characters (@, cross, arrows) since the last &amp;quot;Border
Characters&amp;quot; posting so if anyone's interested I'll post an update.

Have a wonderful day!

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 8 Dec 2021 08:00:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.61b063b0e023a67e2636f1af607c1b34%40news.povray.org%3E/#%3Cweb.61b063b0e023a67e2636f1af607c1b34%40news.povray.org%3E</guid>
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	<item>
		<title>[Bald Eagle] Re: Variation on the &quot;Lava Lamp&quot; Animated Text [1580 days 12 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The sine-wave traveling through the letters has be intrigued. If the letters are&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; just CSG objects, how did you 'squash and stretch' them? My guess would be:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; using functions for initially creating the (many?) 'simple' object shapes, then&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; adding an animated sine function on top of that. OR, by 'slicing' CSG objects&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; into lots of thin sections, and maybe scaling the slices in x using the various&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; phases of a sine function?&lt;/span&gt;

Very good question, Brother Kenneth.

Having gone through all of Dave's Bordered Characters (BC)code, I can say that
he could - and would - move a mountain using only a teaspoon.  However, I think
all of that is pretty complicated and would require a full reworking of the BC
code to pull off.

So, I'm gonna guess that it's a very skillfully applied transform matrix.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 8 Dec 2021 02:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Variation on the &quot;Lava Lamp&quot; Animated Text [1580 days 13 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Dave Blandston&amp;quot; &amp;lt;IsN###&amp;nbsp;[at]&amp;nbsp;protonmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;ch&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; No height_fields, just CSG boxes and cylinders and such.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

That's interesting. My initial guess about height_fields was based on some
artifacts that I see, on the 'sides' of the letters U, L and A. Like moire
patterns, but more linear; not quite the the 'look' of possible AA artifacts, or
even due to the vagaries of MPEG compression-- more like the  effect when the
side of a height_field is completely vertical (and when the HF does not have a
high-enough triangle resolution).

The sine-wave traveling through the letters has be intrigued. If the letters are
just CSG objects, how did you 'squash and stretch' them? My guess would be:
using functions for initially creating the (many?) 'simple' object shapes, then
adding an animated sine function on top of that. OR, by 'slicing' CSG objects
into lots of thin sections, and maybe scaling the slices in x using the various
phases of a sine function?

The artifacts I see make me think of thin sections combined into full letters.
All guesswork, of course ;-)

Actually, my very FIRST impression was that the letters were bent by an animated
sine-wave 'camera normal'-- but the background is static, so that's not the
trick.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 8 Dec 2021 02:05:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.61b01201e023a67e4cef624e6e066e29%40news.povray.org%3E/#%3Cweb.61b01201e023a67e4cef624e6e066e29%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.61b01201e023a67e4cef624e6e066e29%40news.povray.org%3E/#%3Cweb.61b01201e023a67e4cef624e6e066e29%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Dave Blandston] Re: Variation on the &quot;Lava Lamp&quot; Animated Text [1581 days 9 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Height_fields, I assume?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm curious to know which app you assembled your animation frames in.&lt;/span&gt;


No height_fields, just CSG boxes and cylinders and such.

I used ffmpeg to make the .mp4 file using this command line:

ffmpeg -y -r 60 -start_number 0 -i Frame%03d.png -crf 17 -c:v libx264 -pix_fmt
yuv420p -r 60 LavaText.mp4

I don't actually know what some of those switches even mean but the end result
is a high quality 60 FPS .mp4 file. I'm glad it worked for you! I know exactly
what you're talking about regarding the past problems with animation files and I
agree, it's great that it works now.

Have a fantastic day!

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 7 Dec 2021 05:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Variation on the &quot;Lava Lamp&quot; Animated Text [1581 days 14 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;I like it-- even though my name isn't Paula :-P

Height_fields, I assume?

The interesting thing from my point of view is that the downloaded animation
actually plays in Windows Media Player (on my Win 10 machine); this is the FIRST
time that a file from POV-Ray's web portal, when downloaded, actually does so!
In the past (in Win 7 and Win XP) I always had to use a different media player,
I think because of the additional '.dat' suffix that has always been added to
such files, and which I could never 'fix'. AVI, MP4, they all had the same
problem.

But that has now changed (for whatever reason)!

I'm curious to know which app you assembled your animation frames in. Currently,
I use the old but still-available VirtualDub2 MOD, although I haven't yet
uploaded one of my current POV-Ray MP4 videos since purchasing my Win 10
machine.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 7 Dec 2021 00:45:00 GMT</pubDate>
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	<item>
		<title>[Dave Blandston] Variation on the &quot;Lava Lamp&quot; Animated Text [1582 days 20 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;In this animation the deformation function (just a simple sine function) is
offset 180 degrees from letter to letter. This is most obvious between the &amp;quot;u&amp;quot;
and the &amp;quot;l.&amp;quot; The animation is cyclic.

Have a great day everyone!

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 5 Dec 2021 19:05:00 GMT</pubDate>
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	<item>
		<title>[Dave Blandston] Re: Music Video Project Finished [1592 days 6 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; those &amp;quot;Bordered Characters&amp;quot; have come a long way.  :-)  nice.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;

Ha ha you caught me! Have an awesome day!
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 26 Nov 2021 08:45:00 GMT</pubDate>
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	<item>
		<title>[jr] Re: Music Video Project Finished [1592 days 7 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Dave Blandston&amp;quot; &amp;lt;IsN###&amp;nbsp;[at]&amp;nbsp;protonmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;ch&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Greetings Friends,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This was a fun project! ...&lt;/span&gt;

those &amp;quot;Bordered Characters&amp;quot; have come a long way.  :-)  nice.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 26 Nov 2021 07:20:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.61a089743d1d091bea8869266cde94f1%40news.povray.org%3E/#%3Cweb.61a089743d1d091bea8869266cde94f1%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project Finished [1592 days 19 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;Cousin Ricky &amp;lt;ric###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Not a heavy metal fan, so naturally I was unfamiliar with the song.  It&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; struck me as a powerful anti-war song, which is a striking ironic&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; contrast to the visual imagery.  Is this the point?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Well done!&lt;/span&gt;

Yep exactly - my intention is that the waving flag represents the &amp;quot;we&amp;quot; in the
lyrics (&amp;quot;Do just as we say&amp;quot;) which in my mind is the state and the psychopaths
who control it (CFR, UN, military industrial complex, bankers, et cetera),
deceptively portraying itself as patriotism; and everything else represents the
resulting reality and experiences described by the soldier.

Thanks for the generous compliment!
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 25 Nov 2021 19:45:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.619fe6333d1d091b2636f1af607c1b34%40news.povray.org%3E/#%3Cweb.619fe6333d1d091b2636f1af607c1b34%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Cousin Ricky] Re: Music Video Project Finished [1592 days 21 hours and 18 minutes ago]</title>
		<description>
&lt;pre&gt;On 2021-11-25 4:32 AM (-4), Dave Blandston wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This was a fun project! Some of the graphic effects worked out better than&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; others as you can see. But what could be better than POV-Ray and Metallica? [...]&lt;/span&gt;

Not a heavy metal fan, so naturally I was unfamiliar with the song.  It
struck me as a powerful anti-war song, which is a striking ironic
contrast to the visual imagery.  Is this the point?

Well done!
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 25 Nov 2021 18:00:34 GMT</pubDate>
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	<item>
		<title>[Dave Blandston] Music Video Project Finished [1593 days 6 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;Greetings Friends,

This was a fun project! Some of the graphic effects worked out better than
others as you can see. But what could be better than POV-Ray and Metallica? I'll
just mention that there's some spoiler info in the Youtube description regarding
the answer to that question...

https://www.youtube.com/watch?v=a4jScFBonLg

Have a great day everyone!

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 25 Nov 2021 08:35:00 GMT</pubDate>
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	<item>
		<title>[Hj  Malthaner] Re: The insane project - Universe class carrier ... [1604 days 19 hours and 20 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/15/21 5:43 AM, Hj. Malthaner wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Feel free to place bets. In my favorite sci-fi series there was a ship &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; called &amp;quot;SOL&amp;quot; for the name of our sun and it's sole purpose to return to &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; our galaxy.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It's been labeled a &amp;quot;Universe class battle carrier&amp;quot;, cause &amp;quot;Ultra &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Battleship&amp;quot; had been already been taken by the former flagship units.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I want to picture this as an animation. The SOL was a carrier ship made &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of three components. I want to show the ship arriving, and then &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; splitting into its three parts. The command and control unit moving to &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the back of the scene, while the two ultra battleship lookalike &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; components move forward.&lt;/span&gt;

So, still no 3 components, but I have the &amp;quot;unfolding&amp;quot; of one battle 
carrier now. Took some artistic freedom in the mix of the daughter 
ships, they don't meet the original specification.

https://youtu.be/rzP5lE_fnKM
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 13 Nov 2021 19:59:15 GMT</pubDate>
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	<item>
		<title>[Hj  Malthaner] Re: The insane project - Universe class carrier ... [1607 days 19 hours and 5 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/21/21 2:52 AM, Hj. Malthaner wrote:
 &amp;gt; On 1/19/21 8:38 AM, Thomas de Groot wrote:
 &amp;gt;&amp;gt; Op 19/01/2021 om 05:14 schreef Hj. Malthaner:
 &amp;gt;&amp;gt;&amp;gt; On 1/15/21 3:47 PM, Mr wrote:
 &amp;gt;&amp;gt;&amp;gt;&amp;gt; &amp;quot;Hj. Malthaner&amp;quot; &amp;lt;han###&amp;nbsp;[at]&amp;nbsp;nospam&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:
 &amp;gt;
 &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; I want to picture this as an animation. The SOL was a carrier ship
 &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; made of three components.
 &amp;gt; [snip]
 &amp;gt;
 &amp;gt;&amp;gt; I would suggest to drop /all/ the story from your mind and let the
 &amp;gt;&amp;gt; engineer take over. Just decide which SOL you want to model in the
 &amp;gt;&amp;gt; first place: The early one or the latter one.

So, it's been a while. Was busy with many other things, but finally 
managed to get back to this. Right now I have simple model for one of 
the spherical SOL components, and models for the typical fighter crafts. 
Also learned how to use the spline feature to move the smaller ships.

https://youtu.be/FOrMTwNEwNE

Still needs a lot of work, but a start has been made.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 10 Nov 2021 20:13:54 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] Re: Animation demonstrating environment, HDRI ed... [1624 days 4 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;On 10/23/21 8:53 PM, m@b wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 24/10/2021 6:54 am, William F Pokorny wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Credit: https://polyhaven.com/a/sunflowers&lt;/span&gt;
...
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That's the same image that I used for my library &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation:&amp;lt;https://youtu.be/M5VC_oSY8xs&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Indeed. I played with it in particular to &amp;quot;look around.&amp;quot; :-)

I like how camera derived, environmental HDRIs let us drop into a place 
and time on our planet we'd otherwise never see - in an immersive way.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 25 Oct 2021 10:20:11 GMT</pubDate>
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		<title>[m@b] Re: Animation demonstrating environment, HDRI ed... [1625 days 14 hours and 25 minutes ago]</title>
		<description>
&lt;pre&gt;On 24/10/2021 6:54 am, William F Pokorny wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Credit: https://polyhaven.com/a/sunflowers&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bill P.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

That's the same image that I used for my library 
animation:&amp;lt;https://youtu.be/M5VC_oSY8xs&amp;gt;

m@
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 24 Oct 2021 00:53:34 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] Animation demonstrating environment, HDRI editin... [1625 days 16 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;Credit: https://polyhaven.com/a/sunflowers

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 23 Oct 2021 22:54:19 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: We know POV-Ray =3D3D3D?utf-8?Q?doesn=3D3D3D... [1740 days 4 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;Subclick &amp;lt;no###&amp;nbsp;[at]&amp;nbsp;sp&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;am&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thank you very much.  I&amp;#160;guess I have a lot to learn before I face this&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; problem again.&lt;/span&gt;

No worries.  I tend to find myself in the deep end of the pool a lot.  :D

The trick there is that since it's a discontinuous function with an infinite
gradient, one just inserts a user-made smooth gradient to join up the 2 regions
of the function.  And then the isosurface method that you want to use works just
fine.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 1 Jul 2021 10:25:00 GMT</pubDate>
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	<item>
		<title>[Subclick] Re: We know POV-Ray =3D3D?utf-8?Q?doesn=3D3DE2=3... [1740 days 7 hours and 10 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; writes:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bill Pokorny helped me along doing the same thing&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a while back, and here's one&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of the files related to that.  Feel free to ask&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; any questions if the code&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (mostly his) is unclear.&lt;/span&gt;

Thank you very much.  I&amp;#194;&amp;#160;guess I have a lot to learn before I face this
problem again.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 1 Jul 2021 08:08:41 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: We know POV-Ray =3D3D?utf-8?Q?doesn=3D3DE2=3... [1775 days 18 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;Subclick &amp;lt;no###&amp;nbsp;[at]&amp;nbsp;sp&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;am&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks, but my goal was to get an arbitrary POV-Ray object&amp;#151;like a text&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; object consisting of a single theta&amp;#151;into an isosurface, so it could then&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; be transformed non-linearly at will.  Of&amp;#160;course, that&amp;#146;d require a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; generic way to make up a smooth transition, with a finite gradient, from&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the outside to the inside, to replace the &amp;#145;object&amp;#146; pattern&amp;#146;s jump
from 0&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to 1 at the boundary.&lt;/span&gt;

Yes, sorry - I think I botched that reply.

Bill Pokorny helped me along doing the same thing a while back, and here's one
of the files related to that.   Feel free to ask any questions if the code
(mostly his) is unclear.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 26 May 2021 21:00:00 GMT</pubDate>
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		<title>[Subclick] Re: We know POV-Ray =3D?utf-8?Q?doesn=3DE2=3D80=... [1775 days 19 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; writes:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Because it's a giant mess.  You can do it, and it will be a bit slow,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but here's a link for you:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://news.povray.org/web.5ebedadaa032ea3dfb0b41570%40news.povray.org&lt;/span&gt;

Thanks, but my goal was to get an arbitrary POV-Ray object&amp;#226;&amp;#128;&amp;#148;like a
text
object consisting of a single theta&amp;#226;&amp;#128;&amp;#148;into an isosurface, so it could
then
be transformed non-linearly at will.  Of&amp;#194;&amp;#160;course, that&amp;#226;&amp;#128;&amp;#153;d
require a
generic way to make up a smooth transition, with a finite gradient, from
the outside to the inside, to replace the &amp;#226;&amp;#128;&amp;#152;object&amp;#226;&amp;#128;&amp;#153;
pattern&amp;#226;&amp;#128;&amp;#153;s jump from 0
to 1 at the boundary.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 26 May 2021 19:19:21 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: We know POV-Ray =3D?utf-8?Q?doesn=3DE2=3D80=... [1776 days 15 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;Subclick &amp;lt;no###&amp;nbsp;[at]&amp;nbsp;sp&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;am&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Alain Martel &amp;lt;kua###&amp;nbsp;[at]&amp;nbsp;videotron&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;ca&amp;gt; writes:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Let me guess... An isosurface with cyclical perturbation.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I&amp;#160;wish!  I&amp;#160;couldn&amp;#146;t come up with a way to get rid of the infinite&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; gradient of the &amp;#145;object&amp;#146; pattern on the object&amp;#146;s boundary without&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ruining it in the process, so I made do with a ridiculous number of thin&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; slices of the object rotated appropriately.&lt;/span&gt;

Because it's a giant mess.  You can do it, and it will be a bit slow, but here's
a link for you:

http://news.povray.org/web.5ebedadaa032ea3dfb0b41570%40news.povray.org
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 26 May 2021 00:15:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.60ad926b8204e24d1f9dae3025979125%40news.povray.org%3E/#%3Cweb.60ad926b8204e24d1f9dae3025979125%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Subclick] --- [1776 days 17 hours and 57 minutes ago]</title>
		<description>
&lt;pre&gt;Alain Martel &amp;lt;kua###&amp;nbsp;[at]&amp;nbsp;videotron&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;ca&amp;gt; writes:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Let me guess... An isosurface with cyclical perturbation.&lt;/span&gt;

I&amp;#194;&amp;#160;wish!  I&amp;#194;&amp;#160;couldn&amp;#226;&amp;#128;&amp;#153;t come up with a way to get
rid of the infinite
gradient of the &amp;#226;&amp;#128;&amp;#152;object&amp;#226;&amp;#128;&amp;#153; pattern on the
object&amp;#226;&amp;#128;&amp;#153;s boundary without
ruining it in the process, so I made do with a ridiculous number of thin
slices of the object rotated appropriately.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 25 May 2021 21:21:43 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: We know POV-Ray =3D?utf-8?Q?doesn=3DE2=3D80=... [1776 days 18 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;Subclick &amp;lt;no###&amp;nbsp;[at]&amp;nbsp;sp&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;am&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; What now?&lt;/span&gt;

Make it out of jello?  :D

And also know that related to Jello, sin (b) / tan (b) = . . . ?
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 25 May 2021 20:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Mike Horvath] --- [1776 days 18 hours and 57 minutes ago]</title>
		<description>
&lt;pre&gt;On 5/25/2021 9:40 AM, Subclick wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; What now?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Whatever you notice, it&amp;#226;&amp;#128;&amp;#153;s not the mesh, because
there&amp;#226;&amp;#128;&amp;#153;s no mesh.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;


The faceted texture makes it look like a mesh. I was fooled.


Mike
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 25 May 2021 20:21:17 GMT</pubDate>
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	<item>
		<title>[Alain Martel] --- [1776 days 19 hours and 52 minutes ago]</title>
		<description>
&lt;pre&gt;Le 2021-05-25 &amp;#195;&amp;#160; 09:40, Subclick a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; What now?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Whatever you notice, it&amp;#226;&amp;#128;&amp;#153;s not the mesh, because
there&amp;#226;&amp;#128;&amp;#153;s no mesh.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Nice.

Let me guess... An isosurface with cyclical perturbation.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 25 May 2021 19:27:15 GMT</pubDate>
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	</item>
	<item>
		<title>[Mike Horvath] --- [1776 days 21 hours and 20 minutes ago]</title>
		<description>
&lt;pre&gt;On 5/25/2021 9:40 AM, Subclick wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; What now?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Whatever you notice, it&amp;#226;&amp;#128;&amp;#153;s not the mesh, because
there&amp;#226;&amp;#128;&amp;#153;s no mesh.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;


Whatever it is, it looks sweet and tasty!


Mike
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 25 May 2021 17:59:13 GMT</pubDate>
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	</item>
	<item>
		<title>[Subclick] --- [1777 days 1 hour and 39 minutes ago]</title>
		<description>
&lt;pre&gt;What now?
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 25 May 2021 13:40:14 GMT</pubDate>
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	</item>
	<item>
		<title>[Mike Horvath] Re: Colony Ship Cylindrical City [1803 days 22 hours and 28 minutes ago]</title>
		<description>
&lt;pre&gt;On 4/7/2021 10:04 AM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; An unfolding city! Wow, I can understand Chris Colefax's citigen macro being&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; used for creating a 'flat' city-- but your cylindrical unfolding is really&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; amazing to see. Nice!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I downloaded that macro long ago, but still haven't gotten around to using or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; experimenting with it, to see how it procedurally generates its elements...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; thinking about how it might help my own 'city generator' scene-- which I still&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; haven't finished&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; :-(&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I just replaced all calls to &amp;quot;box&amp;quot; with calls to a macro I created that 
builds a square chunk of a difference of two cylinders. Instead of 
vertical axis coordinates, you input the radii of the cylinders. Not 
complicated at all.


Mike
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 28 Apr 2021 16:50:50 GMT</pubDate>
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	<item>
		<title>[Dave Blandston] Music &quot;Acceleration&quot; Test [1811 days 7 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;Hey folks,

I tried to reproduce the &amp;quot;acceleration&amp;quot; effect using POV-Ray that's common in
music visualization software. In my opinion the attempt was successful and I
plan to use it in my current project.

https://youtu.be/Kpheiv1EM44

Sixty frames have to be rendered for every second of music so this three-minute
sample required 10,800 frames, which took several hours to render. Because of
the time limitation I'm going to stick with textures that animate well instead
of actual moving objects. If anyone has any ideas regarding good textures please
feel free to share them in a reply. The possibilities are obviously endless and
there's plenty of opportunity for creativity. Here's the simple one used in the
example video:

#local BlockColor = texture {
   pigment {
      #local Color0 = color &amp;lt;0.827, 0.481, 1.000&amp;gt;;
      #local Color1 = color &amp;lt;1.000, 0.506, 0.209&amp;gt;;
      granite
      warp {turbulence 1}
      color_map {
         [0 color Color0 * 1]
         [.18 color Color0 * .1]
         [1 color Color1 * 1.2]
      } //color_map
      scale &amp;lt;10, 10, 10&amp;gt;
   } //pigment
   finish {emission .9}
} //texture

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 21 Apr 2021 07:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project [1814 days 20 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I made a windows program a few years ago call LR_Voice that takes a wave and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; lets you place Phonemes that are saved in a file that POV can read.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Its at&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://leroyw.byethost15.com/WinZips/LR_Voice.zip&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Although it was written for lip syncing you could use it to mark locations.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have Fun!&lt;/span&gt;

Thanks but I'm almost done with that part of the project. The combination of
software that I settled on is working out extremely well for what I need.
IZotope RX 8 supports tabbed documents so I can have the original song open in
one tab and a modified version containing just the drums (made with SpleeterGUI)
open in another tab so I can make quick comparisons when necessary. I can place
a marker at a beat by putting the curser where I want on the waveform and
pressing the &amp;quot;m&amp;quot; key. RX 8 can export the marker times as a tab-delimited text
file that POV-Ray can read after I do about 30 seconds worth of formatting. It
still takes quite a while due to the length of the song and the number beats but
it's going well.

Have a great day and thanks for sharing your idea!

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 17 Apr 2021 18:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: Music Video Project [1814 days 22 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Dave Blandston&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Greetings Friends,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; More than ten years ago I made a scene that I didn't think turned out quite&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; right so I set it aside until recently. I re-worked some of the textures and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; made some improvements. One of the improvements was to change the flag from a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; flat box with fake shadows to simulate ripples (not very convincing) to a mesh2&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; object. Since the mesh2 is easily animatable with a simple sine function that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; led to this animation:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=gYJac3vCHu8&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The message of the image is anti-war and it's based on the Metallica song&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Disposable Heroes, so I've decided to add the music to the animation and try&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animating the inside (currently green) portion of the Metallica logo. My goal is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to animate the logo in such a manner that the animation is synchronized with the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; music, similar to the visualizations in Windows Media Player and other music&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; players. It will be a big job to do by hand. One thing that would help would be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a software application that would analyze the music and generate a list of exact&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; times when a change occurs in the music and save the list as a text file that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; POV-Ray could read, but creating a program that does that is beyond my ability&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; so I will try doing it by hand. There are endless possibilities so this will be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a fun project! One thing that I have working at this point is using video frames&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; as the pigment for one or more letters of the logo at a time, which can be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; combined with procedural textures.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Kind regards,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Dave Blandston&lt;/span&gt;

I made a windows program a few years ago call LR_Voice that takes a wave and
lets you place Phonemes that are saved in a file that POV can read.
Its at
http://leroyw.byethost15.com/WinZips/LR_Voice.zip
Although it was written for lip syncing you could use it to mark locations.
Have Fun!
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 17 Apr 2021 16:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project [1816 days 2 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;Interesting update:

Some parts of the song I'm working on are difficult to tell exactly where the
beats are or even how many there are, even with the &amp;quot;spectral view&amp;quot; because
there's so much happening so quickly all at once. As luck would have it, there's
a free program available called &amp;quot;Spleeter&amp;quot; that analyzes songs and splits them
into drums, bass, and vocals. This makes the drum beats MUCH easier to identify
and will save a few hours of tedious work. Here's where Spleeter comes from:
https://makenweb.com/SpleeterGUI

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 16 Apr 2021 13:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project [1817 days and 19 minutes ago]</title>
		<description>
&lt;pre&gt;Subclick &amp;lt;no###&amp;nbsp;[at]&amp;nbsp;sp&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;am&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In&amp;#160;case someone doesn&amp;#146;t know, the /POV-Ray Reference/ has something to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; say about this&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (&amp;lt;http://www.povray.org/documentation/3.7.0/r3_2.html#r3_2_1_2&amp;gt;):&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Unlike some animation packages, the action in POV-Ray animated scenes&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; does not depend upon the integer frame numbers. Rather you should&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; design your scenes based upon the float identifier clock. By default,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; the clock value is 0.0 for the initial frame and 1.0 for the final&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; frame. All other frames are interpolated between these values. For&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; example if your object is supposed to rotate one full turn over the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; course of the animation, you could specify rotate 360*clock*y. Then as&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; clock runs from 0.0 to 1.0, the object rotates about the y-axis from 0&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; to 360 degrees.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The major advantage of this system is that you can render a 10 frame&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; animation or a 100 frame or 500 frame or 329 frame animation yet you&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; still get one full 360 degree rotation. Test renders of a few frames&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; work exactly like final renders of many frames.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; In effect you define the motion over a continuous float valued&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; parameter (the clock) and you take discrete samples at some fixed&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; intervals (the frames). If you take a movie or video tape of a real&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; scene it works the same way. An object's actual motion depends only on&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; time. It does not depend on the frame rate of your camera.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; [...]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; For new scenes, we recommend you do not change the Initial_Clock or&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Final_Clock from their default 0.0 to 1.0 values. If you want the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; clock to vary over a different range than the default 0.0 to 1.0, we&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; recommend you handle this inside your scene file as follows...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; #declare Start    = 25.0;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; #declare End      = 75.0;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; #declare My_Clock = Start+(End-Start)*clock;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Then use My_Clock in the scene description. This keeps the critical&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; values 25.0 and 75.0 in your .pov file.&lt;/span&gt;

Good point. I got a little carried away with the idea that since the song is a
fixed length and certain key frames have to match certain musical events that a
deviation from the norm might be in order. As the project is progressing though
I see that clock is still the best option. Since the music is time-based,
converting between time and frame numbers just adds another element of
complexity and possibility of error. Also, the worst case scenario of being one
frame off is totally imperceptible. (Especially at 60 FPS!)

On another note, using the spectral view of Izotope RX 8 to locate the beat
marks is working out extremely well. The software allows one to place visual
markers at any point so beats can be marked, which makes it easy to see what's
been done and what's still left. The list of markers can be exported as a text
file (including comments). Editing with the POV-Ray editor into an include file
is trivial, especially with the block selection feature.

Have an awesome day!

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 15 Apr 2021 15:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Subclick] Re: Music Video Project [1817 days 4 hours and 30 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Dave Blandston&amp;quot; &amp;lt;nomail@nomail&amp;gt; writes:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That's interesting - I had forgotten that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frame_number even existed because I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; got used to using clock years ago, but I can see&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that frame_number would be more&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; appropriate under some circumstances, possibly&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; including this one. I did in fact&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; have to include some code to convert number of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frames generated to time elapsed&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; so using frame_number would be exact instead of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; within 1 / framerate / 2. The&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; beat markers will be in milliseconds which would&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; have to be converted to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frame_numbers though so it's a trade-off either&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; way. Thank you for the excellent&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; suggestion!&lt;/span&gt;

In&amp;#194;&amp;#160;case someone doesn&amp;#226;&amp;#128;&amp;#153;t know, the /POV-Ray Reference/ has
something to
say about this
(&amp;lt;http://www.povray.org/documentation/3.7.0/r3_2.html#r3_2_1_2&amp;gt;):

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Unlike some animation packages, the action in POV-Ray animated scenes&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; does not depend upon the integer frame numbers. Rather you should&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; design your scenes based upon the float identifier clock. By default,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the clock value is 0.0 for the initial frame and 1.0 for the final&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frame. All other frames are interpolated between these values. For&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; example if your object is supposed to rotate one full turn over the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; course of the animation, you could specify rotate 360*clock*y. Then as&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clock runs from 0.0 to 1.0, the object rotates about the y-axis from 0&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to 360 degrees.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The major advantage of this system is that you can render a 10 frame&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation or a 100 frame or 500 frame or 329 frame animation yet you&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; still get one full 360 degree rotation. Test renders of a few frames&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; work exactly like final renders of many frames.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In effect you define the motion over a continuous float valued&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; parameter (the clock) and you take discrete samples at some fixed&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; intervals (the frames). If you take a movie or video tape of a real&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene it works the same way. An object's actual motion depends only on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; time. It does not depend on the frame rate of your camera.&lt;/span&gt;

[...]

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; For new scenes, we recommend you do not change the Initial_Clock or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Final_Clock from their default 0.0 to 1.0 values. If you want the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clock to vary over a different range than the default 0.0 to 1.0, we&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; recommend you handle this inside your scene file as follows...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare Start    = 25.0;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare End      = 75.0;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare My_Clock = Start+(End-Start)*clock;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then use My_Clock in the scene description. This keeps the critical&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; values 25.0 and 75.0 in your .pov file.&lt;/span&gt;
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 15 Apr 2021 10:49:06 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Weird. [1817 days 21 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;Beautiful and well-done! Worth repeat viewings, to see all of the subtle
animated details. I especially like the gently swaying tree and sunflower. Nice
animation timings too, and with 'smooth' camera movements.

A lot of work, no doubt, but it paid off.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 14 Apr 2021 17:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Music Video Project [1818 days 6 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (I know I _always_ get into .. deep water when I make &amp;quot;forthright&amp;quot; comments,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; nevertheless..)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Dave Blandston&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; google 'Hayseed Dixie Enter Sandman' for one I like as well as the original.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; :-)&lt;/span&gt;

uh, belay that.  misremembered.  was thinking of Lemmy's version (which is ..
ok) and Hayseed Dixie did an 'Ace of Spades' cover, not Sandman.  hence (?)
mix-up.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 14 Apr 2021 08:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Music Video Project [1818 days 7 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

(I know I _always_ get into .. deep water when I make &amp;quot;forthright&amp;quot; comments,
nevertheless..)

&amp;quot;Dave Blandston&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I often find cover versions the equal of, or better than, the originals, eg:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;lt;https://www.youtube.com/watch?v=BoZx9TGdWEA&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; regards, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If you like Metallica remakes then here are two of my favorites, both unique in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; their own way:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; INouvLl1JiQ (Enter Sandman performed by extremely talented youngsters)&lt;/span&gt;

but where's the &amp;quot;kick&amp;quot;?  they _could_[*] have been miming to a backing track,
there's so little difference.
[*] but didn't.

google 'Hayseed Dixie Enter Sandman' for one I like as well as the original.
:-)


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; odysee.com/@mediabear:5/safetyland:a (Enter Sandman parody)&lt;/span&gt;

didn't check this, the url looks like something I'd never click on.  (sorry, old
fool being (somewhat) paranoid)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 14 Apr 2021 07:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project [1818 days 16 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I often find cover versions the equal of, or better than, the originals, eg:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://www.youtube.com/watch?v=BoZx9TGdWEA&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;

If you like Metallica remakes then here are two of my favorites, both unique in
their own way:

https://www.youtube.com/watch?v=INouvLl1JiQ (Enter Sandman performed by
extremely talented youngsters)

https://odysee.com/@mediabear:5/safetyland:a (Enter Sandman parody)

Cheers!
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 13 Apr 2021 22:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Alain Martel] Re: Weird. [1818 days 21 hours ago]</title>
		<description>
&lt;pre&gt;Le 2021-04-13 &amp;#195;&amp;#160; 06:44, m@b a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Check out my animation:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/jWXSZitnqeI&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Nice and impressive.
Very good work.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 13 Apr 2021 18:18:55 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Music Video Project [1819 days and 19 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Dave Blandston&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 23.116&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 23.242&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 23.393&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 23.549&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 23.675&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 23.829&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 23.961&lt;/span&gt;

:-)


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Also this particular song does not have a regular, constant beat - it changes&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; continually. It took well over an hour, probably closer to two hours just to get&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to the 44 second mark but it is possible. I wish I could use your script but I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; think it would be impossible to get accurate results, at least for this song.&lt;/span&gt;

would need .. nimble fingers.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If you haven't heard it check it out and you'll see what I mean...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; {...}&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Plus listening to it will make your day better!&lt;/span&gt;

it did.  :-)

I often find cover versions the equal of, or better than, the originals, eg:
&amp;lt;https://www.youtube.com/watch?v=BoZx9TGdWEA&amp;gt;


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 13 Apr 2021 15:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Music Video Project [1819 days 1 hour and 34 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ...but I'm thinking now of extending the length of&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; the entire animation with some new action at the end, maybe by 25%, but&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; without messing up all of the clock-specified events and timings that are&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; already there.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Those ought to stay exactly the same.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If you're just increasing the number of frames, then everything should&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; stay the same as well.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If you are _appending_ more things to the animation, then maybe just declare a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Clock2 variable that is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare Clock2 = max (1, 2-clock);&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then when the 0-1 clock &amp;quot;runs out&amp;quot;, you get a second 0-1 clock variable&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to use.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You can also just search-replace all of your &amp;quot;clock&amp;quot; instances with &amp;quot;Clock&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare Clock = min (1, clock);&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; so that it stops at 1.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Yes, I've used constructs similar to those as well (although the use of min/max
is a new twist that I didn't think of; thanks.)

For me though, it really boils down to 'clarity of code'. In other words, if I
use frame_number to start an event, I'll 'know' immediately what I intended, and
where the event happens in the animation. With something like max(1,2-clock), I
have to actually think about it-- ouch! :-P Especially if I come across this
piece of code years from now, not remembering why I did it this way. Unless I'm
smart and add a nice little comment to *tell* me why, ha.

But there ARE other instances where I'll 'mix and match' clock and frame_number.
Dave B's waving flag is a good example: something like sin(19*pi*clock) is
perfectly fine for such 'continuous' animation, regardless of if I change the
running length of my animation later (where clock would go past 1.0). Using
frame_number there instead would be an unnecessary complication.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 13 Apr 2021 13:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project [1819 days 2 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the presumption was/is that you are comfortable with the idea of &amp;quot;programming&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; since you use (at least) the POV-Ray SDL.  there's nothing special about the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; language, almost any scripting/compiled language will do.  I wrote the code to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; illustrate that you can make a simple tool to take some of the drudge out of the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; job and take (human) fallibility out of the equation, with little effort -- make&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; your computer earn its electricity.  (besides, it also delivered a pleasure&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;kick&amp;quot; similar to solving a good crossword. :-))&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;

I have begun the arduous task of logging the beat marks by hand. I ended up
using a program called RX 8 by Izotope to display the &amp;quot;spectral&amp;quot; music view
since it shows a little more clarity than Audacity and it displays the exact
time where the cursor is so it's easy to get the info. In many instances there
are several beats per second, for example:

23.116
23.242
23.393
23.549
23.675
23.829
23.961

Also this particular song does not have a regular, constant beat - it changes
continually. It took well over an hour, probably closer to two hours just to get
to the 44 second mark but it is possible. I wish I could use your script but I
think it would be impossible to get accurate results, at least for this song. If
you haven't heard it check it out and you'll see what I mean...

https://www.youtube.com/watch?v=6rNELTZO0QQ

Plus listening to it will make your day better!
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 13 Apr 2021 12:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Weird. [1819 days 2 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Check out my animation:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/jWXSZitnqeI&lt;/span&gt;

Astounding! I hear POV-Ray music videos are all the rage these days.

Have a great day!

-Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 13 Apr 2021 12:35:01 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Weird. [1819 days 4 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Check out my animation:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;

choice track.  &amp;quot;I wear no shoes&amp;quot; :-)  love it.  (the whole thing)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 13 Apr 2021 11:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Weird. [1819 days 4 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;Check out my animation:

https://youtu.be/jWXSZitnqeI
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 13 Apr 2021 10:44:52 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Music Video Project [1819 days 4 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

(this has been nagging me since I posted, sorry)

&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Dave Blandston&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; run it, right-click to start, left-click or 'b' key each beat, then&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; right-click again to stop; 'q' at any time to abandon.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; This sounds intriguing - I've never heard of Tcl/Tk so I'm not sure what you&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; mean - should I run this script then play the song and press the &amp;quot;b&amp;quot; key every&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; time I hear a beat, and the script will record the timing of the keypresses?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; yes.&lt;/span&gt;

the presumption was/is that you are comfortable with the idea of &amp;quot;programming&amp;quot;
since you use (at least) the POV-Ray SDL.  there's nothing special about the
language, almost any scripting/compiled language will do.  I wrote the code to
illustrate that you can make a simple tool to take some of the drudge out of the
job and take (human) fallibility out of the equation, with little effort -- make
your computer earn its electricity.  (besides, it also delivered a pleasure
&amp;quot;kick&amp;quot; similar to solving a good crossword. :-))


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 13 Apr 2021 10:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project [1819 days 7 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; no worries, the &amp;quot;white men can't jump&amp;quot; syndrome.  :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://www.youtube.com/watch?v=-FvsgGp8rSE&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;

Yep, that's me!
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 13 Apr 2021 08:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Music Video Project [1819 days 7 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Dave Blandston&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; run it, right-click to start, left-click or 'b' key each beat, then&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; right-click again to stop; 'q' at any time to abandon.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This sounds intriguing - I've never heard of Tcl/Tk so I'm not sure what you&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; mean - should I run this script then play the song and press the &amp;quot;b&amp;quot; key every&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; time I hear a beat, and the script will record the timing of the keypresses?&lt;/span&gt;

yes.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; so then I must admit that I have no musical talent whatsoever of my own and my&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ability to keep a beat is nearly non-existent. If you saw me TRY to dance you&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; would immediately agree that I would fail terribly at this!&lt;/span&gt;

no worries, the &amp;quot;white men can't jump&amp;quot; syndrome.  :-)

&amp;lt;https://www.youtube.com/watch?v=-FvsgGp8rSE&amp;gt;


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 13 Apr 2021 07:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project [1819 days 8 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Further - frame numbers are better if you are including video frames in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; an animation. Using clock derived functions results in dropped or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; doubled frames from time to time.&lt;/span&gt;

Precision errors can be an issue in situations like this and they're more common
than some folks might realize. You would never know the difference if some
object is positioned at 43.9999999 instead of 44 POV units and the difference is
one billionth the width of a pixel and has zero effect on the final image
values, but you will certainly notice if FRAME #43 is displayed instead of FRAME
#44!

#local FrameNumber = int (EventClock * (NumberOfFrames - 1) + .1); //Correct for
precision errors
#local Padding = strlen (str (NumberOfFrames - 1, 0, 0));
#local SourceImageFileName = concat (&amp;quot;VideoFrame_&amp;quot;, str (FrameNumber, -Padding,
0), &amp;quot;.png&amp;quot;)

Just something to keep in mind...

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 13 Apr 2021 07:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Re: Music Video Project [1819 days 8 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;On 13/04/2021 6:32 am, Dave Blandston wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here's a short test to show the use of the &amp;quot;spectral&amp;quot; display to locate beat&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; times. It appears to be right on. (Note that not all beats are used, but when a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; visual transition does occur it coincides with a beat.) It's great that Audacity&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; includes this functionality!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=RifdL-c0QMM&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Kind regards,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Dave Blandston&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Looking good :-)
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 13 Apr 2021 06:42:51 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Re: Music Video Project [1819 days 8 hours and 37 minutes ago]</title>
		<description>
&lt;pre&gt;On 13/04/2021 2:38 am, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Dave Blandston&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Hey this is super interesting! We are doing some very similar things - I am also&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; using local &amp;quot;Event clocks&amp;quot; that go from 0 to 1 at pre-determined intervals, and&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; look how similar our &amp;quot;smoothing&amp;quot; functions are:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; #local ClockFactor = (sin (radians (EventClock [I] * 180 - 90)) + 1) / 2; //0 ..&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; 1&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; #local ClockFactor = pow (ClockFactor, 1); //Adjust for a faster or slower start&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Just a suggestion:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Although clock, clock_delta and Final_Clock are great tools for creating&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animations, and for causing 'events' to happen at certain times, I use&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frame_number (or some fraction thereof) more often now. It's probably a personal&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; choice, of course; but frame_number seems more intuitive to me-- and I don't&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; have to think in 'clock division' terms for the timing of animation events.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm currently reworking an old and complex animation scene, which has various&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #include files, where I used clock etc. exclusively throughout the scene. It&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; worked beautifully at the time-- but I'm thinking now of extending the length of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the entire animation with some new action at the end, maybe by 25%, but&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; without messing up all of the clock-specified events and timings that are&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; already there. I *could* simply change Final_clock to be 1.25, but I'm not yet&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; sure what that will do to some of the events which actually depend on the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (previous) clock-end of 1.0.  As a simple example,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #if(clock &amp;lt;= 0.3) --do this-- #else -- do that-- #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; .....but now I don't want the #else action to extend past a clock of,say, 1.15. I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; could easily change the #if clause of course, but changing all such constructs&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to use frame_number instead tells me exactly and visually when to expect the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; action, or to easily change it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I also like frame-number because, after a test animation, I can immediately see&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; where any animation glitches need correcting-- at which frame, in other words,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; without having to make a clock-division computation to figure it out.&lt;/span&gt;


Good points.
Further - frame numbers are better if you are including video frames in 
an animation. Using clock derived functions results in dropped or 
doubled frames from time to time.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; However, I haven't yet worked out how to 'start and end events slowly like an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; S-curve' as was mentioned previously, when using frame_number instead of clock.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'll have to explore that!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

You can't do it with frame numbers directly as each frame has a fixed time.

Presumably you could use the formulas as mentioned above and just 
substitute Frame_A, Frame_B instead if Time_A, Time_B to make a local 
clock? the start and end points would still be tied to frame numbers.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; But your music video project uses a song length that is 'set in stone', so using&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clock is a perfectly natural way to achieve the results.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ----&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; [Btw, I just discovered that the Audacity app can show 'spectral timings' for a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; song too, like the image you posted; I had never used that feature before.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks for the suggestion!]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 13 Apr 2021 06:41:34 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Music Video Project [1819 days 15 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm currently reworking an old and complex animation scene, which has various&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #include files, where I used clock etc. exclusively throughout the scene. It&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; worked beautifully at the time-- but I'm thinking now of extending the length of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the entire animation with some new action at the end, maybe by 25%, but&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; without messing up all of the clock-specified events and timings that are&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; already there.&lt;/span&gt;

Those ought to stay exactly the same.
If you're just increasing the number of frames, then everything should stay the
same as well.

If you are _appending_ more things to the animation, then maybe just declare a
Clock2 variable that is
#declare Clock2 = max (1, 2-clock);
Then when the 0-1 clock &amp;quot;runs out&amp;quot;, you get a second 0-1 clock variable to use.
You can also just search-replace all of your &amp;quot;clock&amp;quot; instances with &amp;quot;Clock&amp;quot;
#declare Clock = min (1, clock);
so that it stops at 1.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; However, I haven't yet worked out how to 'start and end events slowly like an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; S-curve' as was mentioned previously, when using frame_number instead of clock.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'll have to explore that!&lt;/span&gt;

&amp;quot;Smoothstep&amp;quot; in glsl, shadertoy, etc.
https://en.wikipedia.org/wiki/Smoothstep
https://www.youtube.com/watch?v=60VoL-F-jIQ
https://iquilezles.org/www/articles/ismoothstep/ismoothstep.htm
https://thebookofshaders.com/glossary/?search=smoothstep
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Apr 2021 23:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project [1819 days 16 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;Here's a short test to show the use of the &amp;quot;spectral&amp;quot; display to locate beat
times. It appears to be right on. (Note that not all beats are used, but when a
visual transition does occur it coincides with a beat.) It's great that Audacity
includes this functionality!

https://www.youtube.com/watch?v=RifdL-c0QMM

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Apr 2021 22:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project [1819 days 16 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Just a suggestion:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Although clock, clock_delta and Final_Clock are great tools for creating&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animations, and for causing 'events' to happen at certain times, I use&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frame_number (or some fraction thereof) more often now. It's probably a personal&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; choice, of course; but frame_number seems more intuitive to me-- and I don't&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; have to think in 'clock division' terms for the timing of animation events.&lt;/span&gt;

That's interesting - I had forgotten that frame_number even existed because I
got used to using clock years ago, but I can see that frame_number would be more
appropriate under some circumstances, possibly including this one. I did in fact
have to include some code to convert number of frames generated to time elapsed
so using frame_number would be exact instead of within 1 / framerate / 2. The
beat markers will be in milliseconds which would have to be converted to
frame_numbers though so it's a trade-off either way. Thank you for the excellent
suggestion!

Have an awesome day Kenneth!

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Apr 2021 22:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project [1819 days 17 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; run it, right-click to start, left-click or 'b' key each beat, then&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; right-click again to stop; 'q' at any time to abandon.&lt;/span&gt;

This sounds intriguing - I've never heard of Tcl/Tk so I'm not sure what you
mean - should I run this script then play the song and press the &amp;quot;b&amp;quot; key every
time I hear a beat, and the script will record the timing of the keypresses? If
so then I must admit that I have no musical talent whatsoever of my own and my
ability to keep a beat is nearly non-existent. If you saw me TRY to dance you
would immediately agree that I would fail terribly at this!

Have a great day!

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Apr 2021 22:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Music Video Project [1819 days 20 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Dave Blandston&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hey this is super interesting! We are doing some very similar things - I am also&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; using local &amp;quot;Event clocks&amp;quot; that go from 0 to 1 at pre-determined intervals, and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; look how similar our &amp;quot;smoothing&amp;quot; functions are:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #local ClockFactor = (sin (radians (EventClock [I] * 180 - 90)) + 1) / 2; //0 ..&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 1&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #local ClockFactor = pow (ClockFactor, 1); //Adjust for a faster or slower start&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Just a suggestion:
Although clock, clock_delta and Final_Clock are great tools for creating
animations, and for causing 'events' to happen at certain times, I use
frame_number (or some fraction thereof) more often now. It's probably a personal
choice, of course; but frame_number seems more intuitive to me-- and I don't
have to think in 'clock division' terms for the timing of animation events.

I'm currently reworking an old and complex animation scene, which has various
#include files, where I used clock etc. exclusively throughout the scene. It
worked beautifully at the time-- but I'm thinking now of extending the length of
the entire animation with some new action at the end, maybe by 25%, but
without messing up all of the clock-specified events and timings that are
already there. I *could* simply change Final_clock to be 1.25, but I'm not yet
sure what that will do to some of the events which actually depend on the
(previous) clock-end of 1.0.  As a simple example,

#if(clock &amp;lt;= 0.3) --do this-- #else -- do that-- #end

.....but now I don't want the #else action to extend past a clock of,say, 1.15. I
could easily change the #if clause of course, but changing all such constructs
to use frame_number instead tells me exactly and visually when to expect the
action, or to easily change it.

I also like frame-number because, after a test animation, I can immediately see
where any animation glitches need correcting-- at which frame, in other words,
without having to make a clock-division computation to figure it out.

However, I haven't yet worked out how to 'start and end events slowly like an
S-curve' as was mentioned previously, when using frame_number instead of clock.
I'll have to explore that!

But your music video project uses a song length that is 'set in stone', so using
clock is a perfectly natural way to achieve the results.

----
[Btw, I just discovered that the Audacity app can show 'spectral timings' for a
song too, like the image you posted; I had never used that feature before.
Thanks for the suggestion!]
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Apr 2021 18:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Music Video Project [1820 days 2 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

ouch, complete with bug even.  forgot to use 'rt(begin)' hence subtracting from
wrong value.  &amp;lt;/hang-head-in-shame&amp;gt;


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Apr 2021 12:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Music Video Project [1820 days 2 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Dave Blandston&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ... The time display is in milliseconds&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; which is plenty accurate. Unfortunately there are many hundreds of musical&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; events that I will have to log by hand.&lt;/span&gt;

don't you own a computer?  :-)

anyway, reading this I (may have) got carried away and wrote a few lines of
script[*] over lunch (can't tell what OS you're running from the screenshot,
however, if you haven't Tcl/Tk installed, it is freely available on all
platforms).  run it, right-click to start, left-click or 'b' key each beat, then
right-click again to stop; 'q' at any time to abandon.  the only thing left to
do, as exercise for the interested reader ;-), is subtracting the initial mark
from all subsequent ones, and writing them to file.  hope you'll enjoy it, I
certainly did.

[*] hack. :-)


regards, jr.

# ------------------------------------------------------------------------

#!/usr/bin/env wish

proc doStuff {} {
  global T
    set a [lsort -integer [array names T]]
    set from [lindex $a 0]
    set to [lindex $a end]
    set n [llength $a]
    set s [format {recorded %d beats, total ms: %d} $n [expr {$to - $from}]]
    tk_dialog .dlg foobar $s info 0 ok
  return
}

proc rightClick {} {
  global rt T
  if {!$rt(run)} {
    set rt(run) true
    set rt(begin) [clock milliseconds]
  } \
  else {
    unset rt(run)
    if {![array exists T]} {exit 99}
    doStuff
    destroy .
  }
  return
}

proc leftClick {} {
  global rt T
  if {$rt(run)} {
    set T([clock milliseconds]) {}
  }
  return
}

set rt(run) false

label .lbl -padx 2cm -pady 2cm

pack .lbl

bind . &amp;lt;KeyPress-q&amp;gt;  [list destroy .]
bind . &amp;lt;KeyPress-b&amp;gt; leftClick
bind . &amp;lt;ButtonRelease-1&amp;gt; leftClick
bind . &amp;lt;ButtonRelease-3&amp;gt; rightClick

# ------------------------------------------------------------------------
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Apr 2021 12:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project [1820 days 2 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Silly cro-magnon idea here -&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; what about using sheet music and a ruler?&lt;/span&gt;

Ha ha I wish!!!

Correction: 6 - 3 - 6 etc. bass notes...
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Apr 2021 12:30:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Music Video Project [1820 days 4 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Dave Blandston&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I am in luck regarding my hope of being able to see changes in the music better&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; than just looking at the waveform. I got the spectral display up and running and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; it makes it pretty easy to spot acoustic &amp;quot;events.&amp;quot; The screen shot of the first&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; five seconds of music that I'm using clearly shows six quick bass notes then&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; three slower ones then five quick ones etc. The time display is in milliseconds&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; which is plenty accurate. Unfortunately there are many hundreds of musical&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; events that I will have to log by hand. But the final product should be nearly&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; perfect.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks for sharing your technique!&lt;/span&gt;

Silly cro-magnon idea here -
what about using sheet music and a ruler?
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Apr 2021 11:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project [1820 days 4 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I put the scene all in one file, the timings go in another (.inc) file,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I find it convenient to switch between the two when working.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here is the layout of the timing file:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; SETUP TIMES FROM THE SPREADSHEET&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare T000 = 0.0000;  // Start&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare T001 = 0.0667;  // Weird                   Zoom to 1&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare T002 = 0.0833;  // Dum dum                 Rotate Florets&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare T003 = 0.1433;  // I'm a little weird      Zoom out 1&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare T004 = 0.2083;  // I wear a little beard   To Ladybird&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare T005 = 0.2483;  // Durul ural um dum       Ladybird&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; INITIALISE ELEMENTS THAT WILL BE ACTIVATED/CHANGED DURING RENDER&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare FlowerHead  = 0;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare Stalk       = 0;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare Grass       = 0;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare GroundPlane = 1;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare Mushroom    = 0;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; USE SWITCH TO RENDER SCENE BY SCENE&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; See screen shot&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This macro sets up some local clocks. Start runs from 1 to 0, End runs&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; from 0 to 1, they both start and end slowly like an S-curve, this avoids&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; jerky camera movements at each scene change. Bumper runs 0-1-0.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #macro Cosify()&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  #declare Start =  (cos(1*pi*Current_clock)+1)/2;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  #declare End = (1-(cos(1*pi*Current_clock)+1)/2);&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  #declare Bumper = sin(pi*Current_clock); #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; PRINT OUT SOME STATS SO i CAN FOLLOW HOW THE ANIMATION IS PROGRESSING&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #debug concat( Handle_1, &amp;quot;   Clock = &amp;quot;, str(clock,0,3), &amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Current_clock = &amp;quot;, str(Current_clock,0,4), &amp;quot;    Frame = &amp;quot;,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; str(frame_number,0,0),  &amp;quot;\n&amp;quot;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #debug concat(&amp;quot;Look at = &amp;quot;, Vstr(Camera_look_at, 0, 0), &amp;quot;    Camera&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; location = &amp;quot;, Vstr(Camera_shift, 0, 0),  &amp;quot;    Zoom = &amp;quot;, str(Zoom,2,2),&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;\n&amp;quot;)&lt;/span&gt;

Hey this is super interesting! We are doing some very similar things - I am also
using local &amp;quot;Event clocks&amp;quot; that go from 0 to 1 at pre-determined intervals, and
look how similar our &amp;quot;smoothing&amp;quot; functions are:

#local ClockFactor = (sin (radians (EventClock [I] * 180 - 90)) + 1) / 2; //0 ..
1
#local ClockFactor = pow (ClockFactor, 1); //Adjust for a faster or slower start

I am in luck regarding my hope of being able to see changes in the music better
than just looking at the waveform. I got the spectral display up and running and
it makes it pretty easy to spot acoustic &amp;quot;events.&amp;quot; The screen shot of the first
five seconds of music that I'm using clearly shows six quick bass notes then
three slower ones then five quick ones etc. The time display is in milliseconds
which is plenty accurate. Unfortunately there are many hundreds of musical
events that I will have to log by hand. But the final product should be nearly
perfect.

Thanks for sharing your technique!
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Apr 2021 10:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Re: Music Video Project [1820 days 6 hours and 32 minutes ago]</title>
		<description>
&lt;pre&gt;On 11/04/2021 9:59 pm, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I use Audacity to find the start time of each phrase in the song, I then&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; put these times in a spreadsheet to get the clock values and frame&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; numbers for POV-Ray .&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I use Audacity too, a great free app. And your spreadsheet for creating&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation timings is a great idea. If I understand your spreadsheet-use&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; correctly, how do you ultimately output the values there into a form that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; POV-ray can #read during its animation render? &lt;/span&gt;

I just copy and paste manually. I am sure it would be possible to output 
the spreadsheet as a CSV file and have POV-Ray read it but I haven't yet.

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; If there is a constant beat throughout the song you can set up a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; variable direct from clock which can be used to animate all sorts of things.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The 'constant beat' is sometimes not so constant, ha. Especially during long&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; songs. (Unless the beat is generated by a drum machine or click track, for&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; example.) &lt;/span&gt;

Good point
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Apr 2021 08:47:15 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Re: Music Video Project [1820 days 6 hours and 42 minutes ago]</title>
		<description>
&lt;pre&gt;On 12/04/2021 10:18 am, Dave Blandston wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I don't find it takes too much time, admittedly I chose shorter and much&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;    slower songs than you are planning.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; If there is a constant beat throughout the song you can set up a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; variable direct from clock which can be used to animate all sorts of things.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; See:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;lt;https://www.tiktok.com/@matthew.bradwell/video/6944909548163484930&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; and&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;lt;https://www.youtube.com/watch?v=djJGXZB6yRE&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Best,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; m@&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; p.s. I just watched the song - there is a lot going on there!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm curious about a couple things, since you have already solved some problems&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that I'm currently working on. Did you create one giant POV-Ray file for the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; entire animation, or did you split it up into multiple files? If you split it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; up, did you need to devise a method of passing information from one file to the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; next? If so I'm very interested to hear the basic details of how you did this,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; especially since you had to plan much farther ahead by positioning the camera&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; correctly. I will have to split my project into multiple files for sure and so&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; far I've written a macro that automatically keeps track of the current number of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frames/time elapsed but ideally it would be nice to be able to pass information&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; about changing textures as well. I don't think this is possible, but maybe&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; there's a way...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Also my original belief that it would be possible to visually examine the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; waveform with a music editor and identify beats and other musical events has&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; turned out to be totally false. Drum beats can be identified easily enough but&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; bass notes are not as obvious especially when there is singing and/or other&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; guitar stuff going on simultaneously.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It has been brought to my attention that the mathematical method of detecting&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; beats/changes is by the use of Fourier transforms. So my current options are to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; try to locate and adapt some Fourier transform code to POV-Ray SDL and use it to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; generate a list of acoustic event times (probably beyond my ability), or find&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; another alternative. One option that I'll explore next is the &amp;quot;spectral&amp;quot; view.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In the past I used Magix Audio Cleaning Lab to remove tape hiss and unwanted&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; sounds from commercial recordings and one of the features was &amp;quot;spectral&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; cleaning&amp;quot; which displayed the music in a unique visual manner, which may help.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Re-installing that program and checking that option out will be my next project.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I made a five-second test animation by guessing the approximate times of the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; first few bass notes and it's definitely not good enough. I posted it anyway for&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; an example of what not to do:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=Rv8kGq9PUkM&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This also includes a test of using video frames in one of the characters of the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; logo. I picked a random five-second segment from a concert video and it didn't&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; work out at all, at least not with the big &amp;quot;A.&amp;quot; I think that carefully selected&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; video segments have potential in the smaller characters though.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Cheers,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Dave Blandston&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I put the scene all in one file, the timings go in another (.inc) file, 
I find it convenient to switch between the two when working.

Here is the layout of the timing file:

SETUP TIMES FROM THE SPREADSHEET

#declare T000 = 0.0000;  // Start
#declare T001 = 0.0667;  // Weird                   Zoom to 1
#declare T002 = 0.0833;  // Dum dum                 Rotate Florets
#declare T003 = 0.1433;  // I'm a little weird      Zoom out 1
#declare T004 = 0.2083;  // I wear a little beard   To Ladybird
#declare T005 = 0.2483;  // Durul ural um dum       Ladybird

INITIALISE ELEMENTS THAT WILL BE ACTIVATED/CHANGED DURING RENDER

#declare FlowerHead  = 0;
#declare Stalk       = 0;
#declare Grass       = 0;
#declare GroundPlane = 1;
#declare Mushroom    = 0;

USE SWITCH TO RENDER SCENE BY SCENE
See screen shot

This macro sets up some local clocks. Start runs from 1 to 0, End runs 
from 0 to 1, they both start and end slowly like an S-curve, this avoids 
jerky camera movements at each scene change. Bumper runs 0-1-0.

#macro Cosify()
	#declare Start =  (cos(1*pi*Current_clock)+1)/2;
	#declare End = (1-(cos(1*pi*Current_clock)+1)/2);
	#declare Bumper = sin(pi*Current_clock); #end

PRINT OUT SOME STATS SO i CAN FOLLOW HOW THE ANIMATION IS PROGRESSING

#debug concat( Handle_1, &amp;quot;   Clock = &amp;quot;, str(clock,0,3), &amp;quot; 
Current_clock = &amp;quot;, str(Current_clock,0,4), &amp;quot;    Frame = &amp;quot;, 
str(frame_number,0,0),  &amp;quot;\n&amp;quot;)
#debug concat(&amp;quot;Look at = &amp;quot;, Vstr(Camera_look_at, 0, 0), &amp;quot;    Camera 
location = &amp;quot;, Vstr(Camera_shift, 0, 0),  &amp;quot;    Zoom = &amp;quot;, str(Zoom,2,2), 
&amp;quot;\n&amp;quot;)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Apr 2021 08:36:28 GMT</pubDate>
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	<item>
		<title>[Dave Blandston] Re: Music Video Project [1820 days 12 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I don't find it takes too much time, admittedly I chose shorter and much&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   slower songs than you are planning.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If there is a constant beat throughout the song you can set up a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; variable direct from clock which can be used to animate all sorts of things.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; See:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://www.tiktok.com/@matthew.bradwell/video/6944909548163484930&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://www.youtube.com/watch?v=djJGXZB6yRE&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Best,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; p.s. I just watched the song - there is a lot going on there!&lt;/span&gt;

I'm curious about a couple things, since you have already solved some problems
that I'm currently working on. Did you create one giant POV-Ray file for the
entire animation, or did you split it up into multiple files? If you split it
up, did you need to devise a method of passing information from one file to the
next? If so I'm very interested to hear the basic details of how you did this,
especially since you had to plan much farther ahead by positioning the camera
correctly. I will have to split my project into multiple files for sure and so
far I've written a macro that automatically keeps track of the current number of
frames/time elapsed but ideally it would be nice to be able to pass information
about changing textures as well. I don't think this is possible, but maybe
there's a way...

Also my original belief that it would be possible to visually examine the
waveform with a music editor and identify beats and other musical events has
turned out to be totally false. Drum beats can be identified easily enough but
bass notes are not as obvious especially when there is singing and/or other
guitar stuff going on simultaneously.

It has been brought to my attention that the mathematical method of detecting
beats/changes is by the use of Fourier transforms. So my current options are to
try to locate and adapt some Fourier transform code to POV-Ray SDL and use it to
generate a list of acoustic event times (probably beyond my ability), or find
another alternative. One option that I'll explore next is the &amp;quot;spectral&amp;quot; view.
In the past I used Magix Audio Cleaning Lab to remove tape hiss and unwanted
sounds from commercial recordings and one of the features was &amp;quot;spectral
cleaning&amp;quot; which displayed the music in a unique visual manner, which may help.
Re-installing that program and checking that option out will be my next project.

I made a five-second test animation by guessing the approximate times of the
first few bass notes and it's definitely not good enough. I posted it anyway for
an example of what not to do:

https://www.youtube.com/watch?v=Rv8kGq9PUkM

This also includes a test of using video frames in one of the characters of the
logo. I picked a random five-second segment from a concert video and it didn't
work out at all, at least not with the big &amp;quot;A.&amp;quot; I think that carefully selected
video segments have potential in the smaller characters though.

Cheers,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Apr 2021 02:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Music Video Project [1821 days 1 hour and 19 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I use Audacity to find the start time of each phrase in the song, I then&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; put these times in a spreadsheet to get the clock values and frame&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; numbers for POV-Ray .&lt;/span&gt;

I use Audacity too, a great free app. And your spreadsheet for creating
animation timings is a great idea. If I understand your spreadsheet-use
correctly, how do you ultimately output the values there into a form that
POV-ray can #read during its animation render? I assume that it would be a
simple text file-- but does the spreadsheet app automatically format its
frame-number data in the proper POV-ray-required format?

(Obviously, I'm not very familiar with spreadsheet use.)
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If there is a constant beat throughout the song you can set up a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; variable direct from clock which can be used to animate all sorts of things.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

The 'constant beat' is sometimes not so constant, ha. Especially during long
songs. (Unless the beat is generated by a drum machine or click track, for
example.) Human drummers sometimes have a tendency to ever-so-slightly slow down
or speed up-- which is probably not noticed by most listeners, but might create
minor glitches when compared to computer timings.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 11 Apr 2021 14:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project [1821 days 6 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I don't find it takes too much time, admittedly I chose shorter and much&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   slower songs than you are planning.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If there is a constant beat throughout the song you can set up a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; variable direct from clock which can be used to animate all sorts of things.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; See:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://www.tiktok.com/@matthew.bradwell/video/6944909548163484930&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://www.youtube.com/watch?v=djJGXZB6yRE&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Best,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; p.s. I just watched the song - there is a lot going on there!&lt;/span&gt;

I enjoyed your video very much, especially the leaning tree and the big
geographical surprise at the end! The story is very entertaining as well -
that's a great accomplishment!
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 11 Apr 2021 09:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Re: Music Video Project [1821 days 8 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;On 11/04/2021 10:22 am, Dave Blandston wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I use Audacity to find the start time of each phrase in the song, I then&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; put these times in a spreadsheet to get the clock values and frame&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; numbers for POV-Ray .&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; See screen shots.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Best wishes,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; m@&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That's almost exactly what I'm planning to do (minus the spreadsheet) but I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; think it will be painstaking. How has this method worked out for you? I have&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; written a POV-Ray macro that will keep track of the number of frames and elapsed&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; time so that will help a little. Choosing a song that's over eight minutes long&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; might not have been the best idea for me...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have a great day!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I don't find it takes too much time, admittedly I chose shorter and much 
  slower songs than you are planning.

If there is a constant beat throughout the song you can set up a 
variable direct from clock which can be used to animate all sorts of things.

See:
&amp;lt;https://www.tiktok.com/@matthew.bradwell/video/6944909548163484930&amp;gt;
and
&amp;lt;https://www.youtube.com/watch?v=djJGXZB6yRE&amp;gt;

Best,
m@

p.s. I just watched the song - there is a lot going on there!
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 11 Apr 2021 06:54:21 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Music Video Project [1821 days 12 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I use Audacity to find the start time of each phrase in the song, I then&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; put these times in a spreadsheet to get the clock values and frame&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; numbers for POV-Ray .&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; See screen shots.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Best wishes,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@&lt;/span&gt;

That's almost exactly what I'm planning to do (minus the spreadsheet) but I
think it will be painstaking. How has this method worked out for you? I have
written a POV-Ray macro that will keep track of the number of frames and elapsed
time so that will help a little. Choosing a song that's over eight minutes long
might not have been the best idea for me...

Have a great day!
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 11 Apr 2021 02:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Re: Music Video Project [1821 days 13 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;On 11/04/2021 8:20 am, Dave Blandston wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Greetings Friends,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; More than ten years ago I made a scene that I didn't think turned out quite&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; right so I set it aside until recently. I re-worked some of the textures and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; made some improvements. One of the improvements was to change the flag from a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; flat box with fake shadows to simulate ripples (not very convincing) to a mesh2&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; object. Since the mesh2 is easily animatable with a simple sine function that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; led to this animation:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=gYJac3vCHu8&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The message of the image is anti-war and it's based on the Metallica song&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Disposable Heroes, so I've decided to add the music to the animation and try&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animating the inside (currently green) portion of the Metallica logo. My goal is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to animate the logo in such a manner that the animation is synchronized with the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; music, similar to the visualizations in Windows Media Player and other music&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; players. It will be a big job to do by hand. One thing that would help would be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a software application that would analyze the music and generate a list of exact&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; times when a change occurs in the music and save the list as a text file that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; POV-Ray could read, but creating a program that does that is beyond my ability&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; so I will try doing it by hand. There are endless possibilities so this will be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a fun project! One thing that I have working at this point is using video frames&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; as the pigment for one or more letters of the logo at a time, which can be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; combined with procedural textures.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Kind regards,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Dave Blandston&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I use Audacity to find the start time of each phrase in the song, I then 
put these times in a spreadsheet to get the clock values and frame 
numbers for POV-Ray .
See screen shots.

Best wishes,
m@
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 11 Apr 2021 01:30:14 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Music Video Project [1821 days 14 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;Greetings Friends,

More than ten years ago I made a scene that I didn't think turned out quite
right so I set it aside until recently. I re-worked some of the textures and
made some improvements. One of the improvements was to change the flag from a
flat box with fake shadows to simulate ripples (not very convincing) to a mesh2
object. Since the mesh2 is easily animatable with a simple sine function that
led to this animation:

https://www.youtube.com/watch?v=gYJac3vCHu8

The message of the image is anti-war and it's based on the Metallica song
Disposable Heroes, so I've decided to add the music to the animation and try
animating the inside (currently green) portion of the Metallica logo. My goal is
to animate the logo in such a manner that the animation is synchronized with the
music, similar to the visualizations in Windows Media Player and other music
players. It will be a big job to do by hand. One thing that would help would be
a software application that would analyze the music and generate a list of exact
times when a change occurs in the music and save the list as a text file that
POV-Ray could read, but creating a program that does that is beyond my ability
so I will try doing it by hand. There are endless possibilities so this will be
a fun project! One thing that I have working at this point is using video frames
as the pigment for one or more letters of the logo at a time, which can be
combined with procedural textures.

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 11 Apr 2021 00:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Colony Ship Cylindrical City [1825 days 1 hour and 14 minutes ago]</title>
		<description>
&lt;pre&gt;An unfolding city! Wow, I can understand Chris Colefax's citigen macro being
used for creating a 'flat' city-- but your cylindrical unfolding is really
amazing to see. Nice!

I downloaded that macro long ago, but still haven't gotten around to using or
experimenting with it, to see how it procedurally generates its elements...
thinking about how it might help my own 'city generator' scene-- which I still
haven't finished
:-(
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 7 Apr 2021 14:05:00 GMT</pubDate>
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		<title>[Mike Horvath] Colony Ship Cylindrical City [1832 days 9 hours and 33 minutes ago]</title>
		<description>
&lt;pre&gt;https://youtu.be/Y_qlK-4aC4o
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 31 Mar 2021 05:46:14 GMT</pubDate>
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		<title>[Le Forgeron] Re: Spiral Warp [1869 days 22 hours and 12 minutes ago]</title>
		<description>
&lt;pre&gt;Le 21/02/2021 &amp;#195;&amp;#160; 15:10, William F Pokorny a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/21/21 6:03 AM, Le_Forgeron wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Le 19/02/2021 &amp;#195;&amp;#160; 00:32, Bald Eagle a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Do you have some commercials for povr ?&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; I mean some catalog of all the features that povr has ?&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; I think that may mean &amp;quot;You should consider doing an hgpovray38 version.&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Which, I think, is an excellent idea.&amp;#194;&amp;#160; :D&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; The catalog for hgpovray38 is in the wiki.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; (as well as illustrated in the distribution, but that's only after&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; download, so not a real advertisement)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; http://wiki.povray.org/content/User:Le_Forgeron/HgPovray38&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I'm lacking such information about povr.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; As am I currently for any concise form for the whole.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ---&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm struggling with how to document. I have no plans to continue to use&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the wiki though a chunk of my early documentation is there, if you look.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The wiki method is too slow to use and not under code control.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; [SNIP]&lt;/span&gt;
I tried to use the github wiki (separate repository, tied to the
project), but it was painful (especially with dual repository in github
&amp;amp; bitbucket). So I returned to povray.wiki.

If you like documentation in code control, there is the md files which
could be used (but focus on supported features by github, forget fancy
options). Everything starts at README.md,

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The povr branch is based off of v3.8, but it's absolutely a break from&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; strong backward compatibility. Mostly, this is because it's all I can&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; manage - but I also think it's necessary to fix many of the long&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; standing issues! There are hundreds of fixes little and large in povr. I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; think too often today's documented features are not really working as&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; they should! Is adding many new features on such a base the best&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; immediate path forward?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Stalled fixing, or adding needed stuff, large dilemma.
I answered for myself when CLipka starts rewriting a lot of the code and
moved files. One cook in the kitchen is enough.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Aside: I'm only four years getting into c++ when it takes 10 to be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; really good at anything. I'd probably be much further along if I'd long&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; been a c++ programmer. As a language c++ is nothing if not a huge&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; mountain to climb all by itself... :-( Let alone all our own classes and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; template classes.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Beware, CLipka (I believe) was applying Misra/Autosar C++ coding rules,
a fully painful set of constraints, on the rewrite of the old C object
oriented code (from the very old code in 3.1). It is more than just C++.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Anyway. Me rambling. The povr branch is my strong push toward what I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; think 'POV-Ray' should be in the future, but there is no doubt, it's&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; more than I can handle in any short term time frame.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; FYI. I'm away from my computer for the next few days.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bill P.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 21 Feb 2021 17:07:02 GMT</pubDate>
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		<title>[William F Pokorny] Re: Spiral Warp [1870 days 1 hour and 9 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/21/21 6:03 AM, Le_Forgeron wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Le 19/02/2021 &amp;#195;&amp;#160; 00:32, Bald Eagle a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Do you have some commercials for povr ?&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; I mean some catalog of all the features that povr has ?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I think that may mean &amp;quot;You should consider doing an hgpovray38 version.&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Which, I think, is an excellent idea.  :D&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The catalog for hgpovray38 is in the wiki.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (as well as illustrated in the distribution, but that's only after&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; download, so not a real advertisement)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://wiki.povray.org/content/User:Le_Forgeron/HgPovray38&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm lacking such information about povr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

As am I currently for any concise form for the whole.

---

I'm struggling with how to document. I have no plans to continue to use 
the wiki though a chunk of my early documentation is there, if you look. 
The wiki method is too slow to use and not under code control.

I believe it essential to any vibrant future for includes, scene files 
and documentation to each have their own code control repositories and 
multiple gate keepers. Further we should have additional repositories 
such as 'tools' an 'tutorials'. I don't want to put stuff on the wiki I 
don't believe should, in the end, be on a wiki.

I'm struggling with when to 'really' document as some areas of code are 
still churning. I've posted on line in detail about many of the changes 
and new features. I hope to use a lot of those images and that text in 
any final documentation.

The final form of the inbuilt functions - where I have replaced nearly 
everything there previously - is finally settling, but it's not quite 
there. For that I can attach my current functions.inc to this - the base 
intended documentation is in there in text. Some of the new inbuilt 
functions folks could just borrow and use, but some require fixes and 
enhancements in the pattern/function bridge to work properly.

I have too my commit log off v3.8, but it's, of course, not the best 
documentation.

About half of what I've been doing is fixing issues. So, for example, I 
still have fog, but it isn't POV-Ray's fog. I have isosurfaces but 
without the broken evaluate and with a new report on/off.

I went with 'report' as the keyword because I am thinking of extending 
it to more that max gradient warnings and all shapes and surfaces. I 
find the current reporting not all that useful and it isn't free, but 
neither will 'report' control be - I've not done enough testing to trust 
a general report yes/no the way to go. Being able to turn on reporting 
for just one or some of a set of shapes in a scene would be useful.

The povr branch is based off of v3.8, but it's absolutely a break from 
strong backward compatibility. Mostly, this is because it's all I can 
manage - but I also think it's necessary to fix many of the long 
standing issues! There are hundreds of fixes little and large in povr. I 
think too often today's documented features are not really working as 
they should! Is adding many new features on such a base the best 
immediate path forward?

Aside: I'm only four years getting into c++ when it takes 10 to be 
really good at anything. I'd probably be much further along if I'd long 
been a c++ programmer. As a language c++ is nothing if not a huge 
mountain to climb all by itself... :-( Let alone all our own classes and 
template classes.)

Anyway. Me rambling. The povr branch is my strong push toward what I 
think 'POV-Ray' should be in the future, but there is no doubt, it's 
more than I can handle in any short term time frame.

FYI. I'm away from my computer for the next few days.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 21 Feb 2021 14:10:05 GMT</pubDate>
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	<item>
		<title>[Le Forgeron] Re: Spiral Warp [1870 days 4 hours and 15 minutes ago]</title>
		<description>
&lt;pre&gt;Le 19/02/2021 &amp;#195;&amp;#160; 00:32, Bald Eagle a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Le_Forgeron &amp;lt;jgr###&amp;nbsp;[at]&amp;nbsp;free&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;fr&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Le 14/02/2021 &amp;#195;&amp;#131;&amp;#194;&amp;#160; 06:46, Dick Balaska a
&amp;#195;&amp;#131;&amp;#194;&amp;#169;crit&amp;#195;&amp;#130;&amp;#194;&amp;#160;:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; *sliding surreptitiously on our back*&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Do you have some commercials for povr ?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I mean some catalog of all the features that povr has ?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I think that may mean &amp;quot;You should consider doing an hgpovray38 version.&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Which, I think, is an excellent idea.  :D&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

The catalog for hgpovray38 is in the wiki.
(as well as illustrated in the distribution, but that's only after
download, so not a real advertisement)

http://wiki.povray.org/content/User:Le_Forgeron/HgPovray38


I'm lacking such information about povr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 21 Feb 2021 11:03:23 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Spiral Warp [1872 days 15 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;Le_Forgeron &amp;lt;jgr###&amp;nbsp;[at]&amp;nbsp;free&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;fr&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Le 14/02/2021 &amp;#195;&amp;#160; 06:46, Dick Balaska a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; *sliding surreptitiously on our back*&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Do you have some commercials for povr ?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I mean some catalog of all the features that povr has ?&lt;/span&gt;

I think that may mean &amp;quot;You should consider doing an hgpovray38 version.&amp;quot;
Which, I think, is an excellent idea.  :D
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 18 Feb 2021 23:35:01 GMT</pubDate>
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	<item>
		<title>[Le Forgeron] Re: Spiral Warp [1877 days 4 hours and 12 minutes ago]</title>
		<description>
&lt;pre&gt;Le 14/02/2021 &amp;#195;&amp;#160; 06:46, Dick Balaska a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/13/2021 7:17 PM, Bald Eagle wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Cousin Ricky &amp;lt;ric###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; qtpovray *is* an unofficial patch.&amp;#194;&amp;#160; Do you mean that you used only&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; standard POV-Ray 3.8 features?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I think of a &amp;quot;patch&amp;quot; as a slightly modified version that includes&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; things not&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; available in the standard version.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; AFAIK, qtpovray is just an interface for 3.8 - which is as official as&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; it's&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; likely to get for a while.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; One thing I've been pondering lately is that official is stuck/dead. My&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; plan is to not deviate from that.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; OTOH, povr has some interesting features that would be nice to slurp.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And there is the .grey bug that has an easy fix that I really want to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; incorporate. What to do?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

*sliding surreptitiously on our back*

Do you have some commercials for povr ?

I mean some catalog of all the features that povr has ?
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 14 Feb 2021 11:06:49 GMT</pubDate>
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	<item>
		<title>[Dick Balaska] Re: Spiral Warp [1877 days 9 hours and 32 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/13/2021 7:17 PM, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Cousin Ricky &amp;lt;ric###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; qtpovray *is* an unofficial patch.  Do you mean that you used only&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; standard POV-Ray 3.8 features?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I think of a &amp;quot;patch&amp;quot; as a slightly modified version that includes things not&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; available in the standard version.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; AFAIK, qtpovray is just an interface for 3.8 - which is as official as it's&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; likely to get for a while.&lt;/span&gt;

One thing I've been pondering lately is that official is stuck/dead. My 
plan is to not deviate from that.
OTOH, povr has some interesting features that would be nice to slurp.
And there is the .grey bug that has an easy fix that I really want to 
incorporate. What to do?


-- 
dik
Rendered 50,081,587,200 of 50,081,587,200 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 14 Feb 2021 05:46:52 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Spiral Warp [1877 days 14 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;Cousin Ricky &amp;lt;ric###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; qtpovray *is* an unofficial patch.  Do you mean that you used only&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; standard POV-Ray 3.8 features?&lt;/span&gt;

I think of a &amp;quot;patch&amp;quot; as a slightly modified version that includes things not
available in the standard version.

AFAIK, qtpovray is just an interface for 3.8 - which is as official as it's
likely to get for a while.

But yes, it's all just standard functions and pigments.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 14 Feb 2021 00:20:01 GMT</pubDate>
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	<item>
		<title>[Cousin Ricky] Re: Spiral Warp [1877 days 17 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;On 2021-02-12 8:20 PM (-4), Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; =?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= &amp;lt;yaz###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Which unofficial patch did you use?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; No unofficial patch - it was all done in standard POV-Ray 3.8 (qtpovray)&lt;/span&gt;

qtpovray *is* an unofficial patch.  Do you mean that you used only 
standard POV-Ray 3.8 features?
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 13 Feb 2021 22:00:13 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Spiral Warp [1878 days 14 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= &amp;lt;yaz###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi(gh)!&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Wow! That would be perfect for my gas giants, such as Sagan/Whatmough or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Qais/Ghurghusht!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Which unofficial patch did you use?&lt;/span&gt;


When I get some rest and have some more energy and focus, I'm going to try to
make sure it's fully applicable for use with 3D pigment patterns and media.

I figured out how to implement a placement / repetition warp in SDL, and so once
it's all worked out, you should be able to plop multiple spiral warps into a
single pigment pattern definition, and have them all work.

It's gonna be a little complicated, so it may take some time, but the important
parts are figured out - so now it's just making a scene incorporating all of the
pieces, seeing what's broken or missing, and iteratively tweaking it...

No unofficial patch - it was all done in standard POV-Ray 3.8 (qtpovray)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 13 Feb 2021 00:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: Spiral Warp [1878 days 15 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;Hi(gh)!

On 07.02.21 03:02, Bald Eagle wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I worked it all out to my satisfaction at the time:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
http://news.povray.org/povray.binaries.images/thread/%3Cweb.5d3c5fe27be432e04eec112d0%40news.povray.org%3E/?ttop=429839&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;amp;toff=50&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It hasn't been implemented anywhere else AFAIK.&lt;/span&gt;

Wow! That would be perfect for my gas giants, such as Sagan/Whatmough or 
Qais/Ghurghusht!

Which unofficial patch did you use?

See you in Khyberspace!

Yadgar

Now playing: Polonaise (Jon and Vangelis)
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 12 Feb 2021 23:48:15 GMT</pubDate>
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	<item>
		<title>[Mike Horvath] Re: Spiral Warp [1883 days 16 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/7/2021 10:04 AM, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The basic code to add a localized vortex to a pigment pattern is here:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
http://news.povray.org/povray.binaries.images/message/%3Cweb.5d2a0c323717ac604eec112d0%40news.povray.org%3E/#%3Cweb.5d2&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a0c323717ac604eec112d0%40news.povray.org%3E&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Try that in a simple test scene and see if that works.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;


Okay thanks!


Mike
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 7 Feb 2021 22:34:32 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Spiral Warp [1884 days and 14 minutes ago]</title>
		<description>
&lt;pre&gt;Mike Horvath &amp;lt;mik###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Can you link to the code itself? Have you written a tutorial? Thanks.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Mike&lt;/span&gt;

I mean there's what I posted, which includes the fundamental functions to
perturb a pigment pattern.

I haven't posted the source for the twisted spheres image - since that was long,
involved, and a skull-cracker.

I juggled a lot of big projects in a explosion of sustained activity, and then
with all that's been happening IRL, I just hit burnout, and needed to focus on
local things here for a while - so no tutorial.

I'm assuming you want to use it to make storms in your media?

The basic code to add a localized vortex to a pigment pattern is here:

http://news.povray.org/povray.binaries.images/message/%3Cweb.5d2a0c323717ac604eec112d0%40news.povray.org%3E/#%3Cweb.5d2
a0c323717ac604eec112d0%40news.povray.org%3E

Try that in a simple test scene and see if that works.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 7 Feb 2021 15:05:10 GMT</pubDate>
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	</item>
	<item>
		<title>[Mike Horvath] Re: Spiral Warp [1884 days 8 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;Can you link to the code itself? Have you written a tutorial? Thanks.


Mike
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 7 Feb 2021 06:50:07 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Spiral Warp [1884 days 13 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;Mike Horvath &amp;lt;mik###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Was the work on spiral warp ever completed? Is it implemented in POV 3.8?&lt;/span&gt;


http://news.povray.org/povray.binaries.images/thread/%3Cweb.5d2919d8729ff1951b6c6b3a0%40news.povray.org%3E/?ttop=432701
&amp;amp;toff=200

http://news.povray.org/povray.binaries.images/thread/%3Cweb.5d2a00d41a6827c24eec112d0%40news.povray.org%3E/?ttop=430026
&amp;amp;toff=50


I worked it all out to my satisfaction at the time:

http://news.povray.org/povray.binaries.images/thread/%3Cweb.5d3c5fe27be432e04eec112d0%40news.povray.org%3E/?ttop=429839
&amp;amp;toff=50

It hasn't been implemented anywhere else AFAIK.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 7 Feb 2021 02:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Mike Horvath] Re: Spiral Warp [1884 days 14 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;On 7/22/2018 10:43 PM, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; A storm is approaching.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Still working this out, but the key concepts are in place.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I could probably use a helpful quick-start pointer or two in using ffmpeg.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (but DAMN it is FAST! :O )&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 60 frames at 15 fps rendered in qtpov on Linux Mint 18.3&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ffmpeg -y -r 15 -i SpiralWarp%02d.png -crf 15 -c:v libx264 -pix_fmt yuv420p&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; -metadata title=&amp;quot;Prototype Spiral Warp - Bald Eagle 2018-07-22&amp;quot; Warp.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; looked good in konqeror&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;


Was the work on spiral warp ever completed? Is it implemented in POV 3.8?


Mike
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 7 Feb 2021 00:47:35 GMT</pubDate>
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	<item>
		<title>[Hj  Malthaner] Re: The insane project - Universe class carrier ... [1895 days 14 hours and 23 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/23/21 10:18 AM, Dick Balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 1/14/2021 11:43 PM, Hj. Malthaner wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;
https://lh3.googleusercontent.com/proxy/fJkTS5jjpkJYfpPx5780IthviNf2t29gEN9BRvwMYJN7Q9XrDRnOFZcKtd6PtbzzbisZf6mrrcVOA8QrVGDf1dnb7mFzVIv5oxevwh4nDR5TdcidHA
&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Forbidden That&amp;#226;&amp;#128;&amp;#153;s all we know.&lt;/span&gt;

I'm sorry. Hope this works better.
http://www.modellversium.de/kit/bilder/3/4/1/11341-deckel.jpg

-- 
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 27 Jan 2021 00:55:50 GMT</pubDate>
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	<item>
		<title>[Dick Balaska] Re: The insane project - Universe class carrier ... [1899 days 6 hours ago]</title>
		<description>
&lt;pre&gt;On 1/14/2021 11:43 PM, Hj. Malthaner wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
https://lh3.googleusercontent.com/proxy/fJkTS5jjpkJYfpPx5780IthviNf2t29gEN9BRvwMYJN7Q9XrDRnOFZcKtd6PtbzzbisZf6mrrcVOA8QrVGDf1dnb7mFzVIv5oxevwh4nDR5TdcidHA
&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

403. That&amp;#226;&amp;#128;&amp;#153;s an error.

Your client does not have permission to get URL 
/proxy/fJkTS5jjpkJYfpPx5780IthviNf2t29gEN9BRvwMYJN7Q9XrDRnOFZcKtd6PtbzzbisZf6mrrcVOA8QrVGDf1dnb7mFzVIv5oxevwh4nDR5TdcidHA

from this server. (Client IP address: 73.227.216.78)

Forbidden That&amp;#226;&amp;#128;&amp;#153;s all we know.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 23 Jan 2021 09:18:51 GMT</pubDate>
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	<item>
		<title>[Hj  Malthaner] Re: The insane project - Universe class carrier ... [1901 days 13 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/19/21 8:38 AM, Thomas de Groot wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Op 19/01/2021 om 05:14 schreef Hj. Malthaner:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 1/15/21 3:47 PM, Mr wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; &amp;quot;Hj. Malthaner&amp;quot; &amp;lt;han###&amp;nbsp;[at]&amp;nbsp;nospam&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:&lt;/span&gt;

&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; I want to picture this as an animation. The SOL was a carrier ship made&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; of three components. I want to show the ship arriving, and then&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; splitting into its three parts. The command and control unit moving to&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; the back of the scene, while the two ultra battleship lookalike&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; components move forward.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; All three components then launch the smaller ships. Cruisers, corvettes&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; and fighters. Cruisers themselves carrying fighters again and also&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; launch them.&lt;/span&gt;

[snip]

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I would suggest to drop /all/ the story from your mind and let the &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; engineer take over. Just decide which SOL you want to model in the first &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; place: The early one or the latter one.&lt;/span&gt;

The first one, for me being a teenager the time when the story was hot 
and it's been the epic ship for me.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then, while the hardware takes &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; shape, pieces of the history will come back and fall into place (or not) &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to be incorporated. Just not to be overwhelmed by (needless) details.&lt;/span&gt;

I think I'll start with very simple shapes. The tricky points here are 
the camera changes and moving all the elements. If I can't get that 
right, detailed models won't help.

I think I'll start with a test, how to open a hangar bay door and start 
the ship, move it along a spline to the destination position. That will 
be something that I need all over.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; A challenge indeed!&lt;/span&gt;

Yes. Thanks for the response!

-- 
Hajo
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 21 Jan 2021 01:52:16 GMT</pubDate>
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		<title>[Thomas de Groot] Re: The insane project - Universe class carrier ... [1903 days 7 hours and 40 minutes ago]</title>
		<description>
&lt;pre&gt;Op 19/01/2021 om 05:14 schreef Hj. Malthaner:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 1/15/21 3:47 PM, Mr wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;quot;Hj. Malthaner&amp;quot; &amp;lt;han###&amp;nbsp;[at]&amp;nbsp;nospam&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Feel free to place bets. In my favorite sci-fi series there was a ship&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; called &amp;quot;SOL&amp;quot; for the name of our sun and it's sole purpose to return to&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; our galaxy.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; It's been labeled a &amp;quot;Universe class battle carrier&amp;quot;, cause &amp;quot;Ultra&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Battleship&amp;quot; had been already been taken by the former flagship units.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; I want to picture this as an animation. The SOL was a carrier ship made&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; of three components. I want to show the ship arriving, and then&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; splitting into its three parts. The command and control unit moving to&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; the back of the scene, while the two ultra battleship lookalike&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; components move forward.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; All three components then launch the smaller ships. Cruisers, corvettes&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; and fighters. Cruisers themselves carrying fighters again and also&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; launch them.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Cuts, camera focusing on the split of the combined ship, the initial&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; launch of cruisers and fighters, the forward move of the two ultra&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; battle ship parts, then the secondary launch of fighters from the &lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; cruisers.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; And finally a sweeping look over the combined fleet, the command and&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; control module in the back, the two ultra battleships a bit a head and a&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; total of 6000 cruisers and fighters lined up ahead of them.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Yes the source was generous with the numbers (google SOL and Perry&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Rhodan for details, little results in English though).&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;
https://lh3.googleusercontent.com/proxy/fJkTS5jjpkJYfpPx5780IthviNf2t29gEN9BRvwMYJN7Q9XrDRnOFZcKtd6PtbzzbisZf6mrrcVOA
&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; 8QrVGDf1dnb7mFzVIv5oxevwh4nDR5TdcidHA&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; A dream right now. A dream since years. I post this to have something&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; out there as psychological crutch to actually try and start this&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; project. The SOL was the Terran ship that traveled farther than any&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; other, a ship that saw places and spaces like no other. Inside the&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; fandom it's the epic ship even that there were others, more powerful&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; ships. But at one time this ship was the sole hope of humanity to&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; survive. I might be wrong but the ship was in duty for at least 1.500&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; years in the novels. Captured by aliens, regained by humans. After the&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; original mission to return to sol after Terra accidentally had been&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; moved to a location incredibly far, it always had been a symbol for&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; humanities will to survive.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; -- &lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Some of my PovRay works:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; https://www.deviantart.com/antarasol/gallery/42758766/3D&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; You know we'll be there ;-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Stop dreaming only... start sharing the dream, that's what POV is all &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; about !&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; (And using frontends to help you is not cheating, its only a better &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; way to do&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; POV justice.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'll do my best ... still I feel intimidated by the backstory of this &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ship. Must create something that other fans will find worthy.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
[snip]

A little piece of goo would be helpful at this stage. :-)

I would suggest to drop /all/ the story from your mind and let the 
engineer take over. Just decide which SOL you want to model in the first 
place: The early one or the latter one. Then, while the hardware takes 
shape, pieces of the history will come back and fall into place (or not) 
to be incorporated. Just not to be overwhelmed by (needless) details.

A challenge indeed!


-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 19 Jan 2021 07:38:37 GMT</pubDate>
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		<title>[Hj  Malthaner] Re: The insane project - Universe class carrier ... [1903 days 11 hours and 5 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/15/21 3:47 PM, Mr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Hj. Malthaner&amp;quot; &amp;lt;han###&amp;nbsp;[at]&amp;nbsp;nospam&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Feel free to place bets. In my favorite sci-fi series there was a ship&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; called &amp;quot;SOL&amp;quot; for the name of our sun and it's sole purpose to return to&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; our galaxy.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; It's been labeled a &amp;quot;Universe class battle carrier&amp;quot;, cause &amp;quot;Ultra&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Battleship&amp;quot; had been already been taken by the former flagship units.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I want to picture this as an animation. The SOL was a carrier ship made&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; of three components. I want to show the ship arriving, and then&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; splitting into its three parts. The command and control unit moving to&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; the back of the scene, while the two ultra battleship lookalike&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; components move forward.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; All three components then launch the smaller ships. Cruisers, corvettes&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; and fighters. Cruisers themselves carrying fighters again and also&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; launch them.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Cuts, camera focusing on the split of the combined ship, the initial&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; launch of cruisers and fighters, the forward move of the two ultra&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; battle ship parts, then the secondary launch of fighters from the cruisers.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; And finally a sweeping look over the combined fleet, the command and&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; control module in the back, the two ultra battleships a bit a head and a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; total of 6000 cruisers and fighters lined up ahead of them.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Yes the source was generous with the numbers (google SOL and Perry&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Rhodan for details, little results in English though).&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;
https://lh3.googleusercontent.com/proxy/fJkTS5jjpkJYfpPx5780IthviNf2t29gEN9BRvwMYJN7Q9XrDRnOFZcKtd6PtbzzbisZf6mrrcVOA&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 8QrVGDf1dnb7mFzVIv5oxevwh4nDR5TdcidHA&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; A dream right now. A dream since years. I post this to have something&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; out there as psychological crutch to actually try and start this&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; project. The SOL was the Terran ship that traveled farther than any&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; other, a ship that saw places and spaces like no other. Inside the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; fandom it's the epic ship even that there were others, more powerful&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; ships. But at one time this ship was the sole hope of humanity to&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; survive. I might be wrong but the ship was in duty for at least 1.500&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; years in the novels. Captured by aliens, regained by humans. After the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; original mission to return to sol after Terra accidentally had been&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; moved to a location incredibly far, it always had been a symbol for&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; humanities will to survive.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Some of my PovRay works:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; https://www.deviantart.com/antarasol/gallery/42758766/3D&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You know we'll be there ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stop dreaming only... start sharing the dream, that's what POV is all about !&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (And using frontends to help you is not cheating, its only a better way to do&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; POV justice.)&lt;/span&gt;

I'll do my best ... still I feel intimidated by the backstory of this 
ship. Must create something that other fans will find worthy.

More story.

---

A so far unknown race of aliens shows up in the milky way. They proclaim 
they want to make the milky way part of their empire. They also proclaim 
to havce chosen the terrans to be their governors and enforce their law 
in the milky way.

The terrans refuse and start plans to transport their home planet terra 
to a safer place.

The terrans had discovered ancient transport systems of unknown origin. 
Constellations of suns. If something entered the focus point it became 
tranported to another constellations focus point. The terrans had been 
using those systems since a while to relocate fleets.

In a desperate attempt to safe earth, the terrans try to set up a 
transmitter constellation made of sun and a white dwarf. Once done, the 
majority of the terran fleet tugs earth out of orbit and steers it to 
the focus point of the new transmitter. Earth enters the focus and 
vanishes with most of the terran fleet.

At the receiving constellation high officers of the fleet and engineers 
await earth arrival. Earth actually shows up for a moment and then vanishes.

The remaining terrans face the loss of their home world and most of 
their fleet.

Earth appears in a location far away and unknown to the terrans. It's 
steered into orbit of the most nearby sun and terrans try to find out 
where they arived.

It's a place in the universe where no terran ship has ever been, far 
away from the milky way. But the milky way is not out of reach.

A ship is built to be sent back and bring message that earth is still 
existing. Using plans for the new class of military long range carrier 
ships, the already begun new flagship of the fleet is being repurposed. 
The name SOL now being more fitting than ever, it's destination to 
return to the milky way, the home star Sol and bring the news that terra 
and the terrans are still alive.

40 years of travel. More adventures than any other ship has seen. The 
crew of the SOL unleashes the secrets behind the alien empire that wants 
to annexate the milky way.

Children are being born on the ship during those 40 years. The SOL faces 
battles for life and destruction.

The SOL returns to the milky way. The alien invaders can be repelled. 
Terra is being brought back to its rightful place, the orbit around the 
home sun Sol.

The ship eventually is handed to the children of the crew who claim in 
their home and don't want to settle on any planet, having spent all 
their life in space.

It departs and seems to be gone for good.

Centuries later, a caravan of friendly minded aliens visits the milky 
way with 2/3rd of the SOL. They had found the ship wrecked and crashed 
on an planet but restored the logs and brought it back to terra in an 
attempt to start friendly relations.

The gesture is welcomed, the SOL is being repaired and modernized with 
new drives and weapons. It is returned to the terran fleet,

After this point, the SOL has become symbol for the terrans, and has 
been captured at least twice by aliens just to be re-won as flagship by 
the terrans later. While I was following the story, the SOL was in duty 
for 1.500 years eventually.

Plus, the SOL was the only ship ever built with a sentient central 
computer. Much earlier the terrans had established a friendship with a 
sort of sentient goo that lived in symbiosis with a robot civilisation. 
Some of that sentient goo was donated and became part of the central 
computing unit of the SOL. So the ship was not only technology but home 
to a living and sentient entity who was meant to control all the little 
things that the crew could not oversee. And at least once in the travels 
controlled a very large thing thing the crew could not comprehend.

And now I am here, trying to give that ship justice in an animation ....
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 19 Jan 2021 04:14:12 GMT</pubDate>
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	<item>
		<title>[Mr] Re: The insane project - Universe class carrier ... [1907 days and 29 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Hj. Malthaner&amp;quot; &amp;lt;han###&amp;nbsp;[at]&amp;nbsp;nospam&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Feel free to place bets. In my favorite sci-fi series there was a ship&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; called &amp;quot;SOL&amp;quot; for the name of our sun and it's sole purpose to return to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; our galaxy.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It's been labeled a &amp;quot;Universe class battle carrier&amp;quot;, cause &amp;quot;Ultra&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Battleship&amp;quot; had been already been taken by the former flagship units.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I want to picture this as an animation. The SOL was a carrier ship made&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of three components. I want to show the ship arriving, and then&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; splitting into its three parts. The command and control unit moving to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the back of the scene, while the two ultra battleship lookalike&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; components move forward.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; All three components then launch the smaller ships. Cruisers, corvettes&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and fighters. Cruisers themselves carrying fighters again and also&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; launch them.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Cuts, camera focusing on the split of the combined ship, the initial&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; launch of cruisers and fighters, the forward move of the two ultra&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; battle ship parts, then the secondary launch of fighters from the cruisers.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And finally a sweeping look over the combined fleet, the command and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; control module in the back, the two ultra battleships a bit a head and a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; total of 6000 cruisers and fighters lined up ahead of them.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes the source was generous with the numbers (google SOL and Perry&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rhodan for details, little results in English though).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
https://lh3.googleusercontent.com/proxy/fJkTS5jjpkJYfpPx5780IthviNf2t29gEN9BRvwMYJN7Q9XrDRnOFZcKtd6PtbzzbisZf6mrrcVOA&lt;/span&gt;
8QrVGDf1dnb7mFzVIv5oxevwh4nDR5TdcidHA
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; A dream right now. A dream since years. I post this to have something&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; out there as psychological crutch to actually try and start this&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; project. The SOL was the Terran ship that traveled farther than any&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; other, a ship that saw places and spaces like no other. Inside the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; fandom it's the epic ship even that there were others, more powerful&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ships. But at one time this ship was the sole hope of humanity to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; survive. I might be wrong but the ship was in duty for at least 1.500&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; years in the novels. Captured by aliens, regained by humans. After the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; original mission to return to sol after Terra accidentally had been&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; moved to a location incredibly far, it always had been a symbol for&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; humanities will to survive.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Some of my PovRay works:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.deviantart.com/antarasol/gallery/42758766/3D&lt;/span&gt;


You know we'll be there ;-)
Stop dreaming only... start sharing the dream, that's what POV is all about !
(And using frontends to help you is not cheating, its only a better way to do
POV justice.)
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 15 Jan 2021 14:50:08 GMT</pubDate>
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	</item>
	<item>
		<title>[Hj  Malthaner] The insane project - Universe class carrier ship [1907 days 10 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;Feel free to place bets. In my favorite sci-fi series there was a ship 
called &amp;quot;SOL&amp;quot; for the name of our sun and it's sole purpose to return to 
our galaxy.

It's been labeled a &amp;quot;Universe class battle carrier&amp;quot;, cause &amp;quot;Ultra 
Battleship&amp;quot; had been already been taken by the former flagship units.

I want to picture this as an animation. The SOL was a carrier ship made 
of three components. I want to show the ship arriving, and then 
splitting into its three parts. The command and control unit moving to 
the back of the scene, while the two ultra battleship lookalike 
components move forward.

All three components then launch the smaller ships. Cruisers, corvettes 
and fighters. Cruisers themselves carrying fighters again and also 
launch them.

Cuts, camera focusing on the split of the combined ship, the initial 
launch of cruisers and fighters, the forward move of the two ultra 
battle ship parts, then the secondary launch of fighters from the cruisers.

And finally a sweeping look over the combined fleet, the command and 
control module in the back, the two ultra battleships a bit a head and a 
total of 6000 cruisers and fighters lined up ahead of them.

Yes the source was generous with the numbers (google SOL and Perry 
Rhodan for details, little results in English though).

https://lh3.googleusercontent.com/proxy/fJkTS5jjpkJYfpPx5780IthviNf2t29gEN9BRvwMYJN7Q9XrDRnOFZcKtd6PtbzzbisZf6mrrcVOA8QrVGDf1dnb7mFzVIv5oxevwh4nDR5TdcidHA

A dream right now. A dream since years. I post this to have something 
out there as psychological crutch to actually try and start this 
project. The SOL was the Terran ship that traveled farther than any 
other, a ship that saw places and spaces like no other. Inside the 
fandom it's the epic ship even that there were others, more powerful 
ships. But at one time this ship was the sole hope of humanity to 
survive. I might be wrong but the ship was in duty for at least 1.500 
years in the novels. Captured by aliens, regained by humans. After the 
original mission to return to sol after Terra accidentally had been 
moved to a location incredibly far, it always had been a symbol for 
humanities will to survive.

-- 
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 15 Jan 2021 04:43:07 GMT</pubDate>
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	<item>
		<title>[kurtz le pirate] Re: Sundial and shadow problem [1914 days 21 hours and 7 minutes ago]</title>
		<description>
&lt;pre&gt;Hello,


You can look the result with the kenneth's method here :
&amp;lt;http://louisbel.free.fr/wip/sundial.html&amp;gt;

Very close to Subclick LOL


-- 
Kurtz le pirate
Compagnie de la Banquise
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 7 Jan 2021 18:11:47 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Sundial and shadow problem [1915 days 1 hour and 10 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/6/21 10:01 PM, Subclick wrote:
...
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I&amp;#226;&amp;#128;&amp;#153;ve tried that out, too.  With a shadowless light source, you
don&amp;#226;&amp;#128;&amp;#153;t get&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; highlights.  You can remedy this by setting
&amp;#226;&amp;#128;&amp;#156;no_shadow&amp;#226;&amp;#128;&amp;#157; for both the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; wall and the gnomon, and putting the former in a light group with a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; negative-intensity light source projected through the gnomon.&lt;/span&gt;
...
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

A clever approach!

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 7 Jan 2021 14:08:17 GMT</pubDate>
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	</item>
	<item>
		<title>[Subclick] Re: Sundial and shadow problem [1915 days 12 hours and 17 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; writes:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; After reading the various suggestions here, I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; experimented with different&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; set-ups, and finally found one that works. It uses&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; two light sources: a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; shadowless one in a light_group with the large&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; horizonal disc, and another light&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; for everything else. The no_shadow flag is not&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; needed in any of the objects.&lt;/span&gt;

I&amp;#226;&amp;#128;&amp;#153;ve tried that out, too.  With a shadowless light source, you
don&amp;#226;&amp;#128;&amp;#153;t get
highlights.  You can remedy this by setting
&amp;#226;&amp;#128;&amp;#156;no_shadow&amp;#226;&amp;#128;&amp;#157; for both the
wall and the gnomon, and putting the former in a light group with a
negative-intensity light source projected through the gnomon.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 7 Jan 2021 03:01:49 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: radiosity in animation-- a partial solution ... [1943 days 20 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;Alain Martel &amp;lt;kua###&amp;nbsp;[at]&amp;nbsp;videotron&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;ca&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Le 2020-12-08 &amp;#224; 21:16, Kenneth a &amp;#233;crit&amp;#160;:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The message pane reports only this info, regardless of the Work_Threads setting:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;         Parse time... using 1 thread&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;         Bounding time...using 1 thread&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Can't be otherwise. Parsing and bounding are strictly sequential, single&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; thread, operations.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Photons shooting IF multiple lights or target, radiosity pretrace and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; render are the steps that can use all of your cores.&lt;/span&gt;

Ah, good to know. So I guess POV-ray's Windows GUI/CODEMAX message pane is
leaving out any info about the number of threads used for *radiosity*.

BTW, thanks for the tip (in another discussion in the newsgroups here) about
radiosity light not having an effect on scattering MEDIA; I didn't know that.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 9 Dec 2020 18:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Alain Martel] Re: radiosity in animation-- a partial solution ... [1943 days 21 hours and 30 minutes ago]</title>
		<description>
&lt;pre&gt;Le 2020-12-08 &amp;#224; 21:16, Kenneth a &amp;#233;crit&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 12/6/20 6:58 PM, Kenneth wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; BTW, real-time-raytracing automatically uses only 1 thread, as far as I can&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; tell from POV-ray's message pane.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Oh, at least in my environment, I see all processors used.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hey, you are correct! The Windows version's message pane is returning the wrong&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; values; RTR *is* using both of my Win 7 machine's 2 threads. (I did a test to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; confirm this, changing v3.8's Work_Threads from my default of 2 to 1, and a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; complete loop of the first RTR animation proceeds twice as fast.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The message pane reports only this info, regardless of the Work_Threads setting:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         Parse time... using 1 thread&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         Bounding time...using 1 thread&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Can't be otherwise. Parsing and bounding are strictly sequential, single 
thread, operations.
Photons shooting IF multiple lights or target, radiosity pretrace and 
render are the steps that can use all of your cores.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 9 Dec 2020 17:48:20 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: radiosity in animation-- a partial solution ... [1944 days 12 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 12/6/20 6:58 PM, Kenneth wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; BTW, real-time-raytracing automatically uses only 1 thread, as far as I can&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; tell from POV-ray's message pane.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Oh, at least in my environment, I see all processors used.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Hey, you are correct! The Windows version's message pane is returning the wrong
values; RTR *is* using both of my Win 7 machine's 2 threads. (I did a test to
confirm this, changing v3.8's Work_Threads from my default of 2 to 1, and a
complete loop of the first RTR animation proceeds twice as fast.)

The message pane reports only this info, regardless of the Work_Threads setting:
       Parse time... using 1 thread
       Bounding time...using 1 thread

Thanks for the tip. Now, I can do some RTR/radiosity light-patch 'quality' tests
comparing 1 vs 2 threads-- which is not exactly a *definitive* test set-up,
compared to a really *multi*-threaded computer like a Core i7,etc...
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 9 Dec 2020 02:20:01 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] Re: radiosity in animation-- a partial solution ... [1945 days 20 hours and 33 minutes ago]</title>
		<description>
&lt;pre&gt;On 12/6/20 6:58 PM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; [Just a reminder: I'm currently running the latest v3.8 Windows develpment&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; build, which piggybacks on v3.7.0]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; POV-ray's real-time-raytracing feature for animation (since v3.7.0?) is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; something I use from time to time, so I decided to make a radiosity test with&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; it. &lt;/span&gt;

Using RTR for animations &amp;amp; radiosity. Another cool idea.

While the rtr / kla option is not available by default on unix based 
systems I've updated povr to run it. Thanks to Jerome, povr also 
supports x11 display and I looked briefly at the x windows dump 
capability to dump at the end of each camera render. Ran into some 
encoding / conversion issues from that format into something more usable 
- and dropped the effort.

Letting a 60 frame render loop at least 500 frames.

[17.7767 FPS]
-cc -fn -a0.3 -am2 +r2 -j2 +wt2 +w80 +h200 +rtr +kla -y x11

[17.6482 FPS]
-cc +fn -a0.3 -am2 +r2 -j2 +wt2 +w80 +h200 +rtr +kla -y x11

What the -fn to +fn slow down hints at is the internal structures needed 
for file output are being updated position to position. This means 
another and better option besides the x window dump would be trigger the 
usual output mechanism on the change to a new camera.

  [ 8.34761 FPS]
-cc -fn -a0.3 +am2 +r2 -j2 +wt2 +w80 +h200 +rtr +kla -y x11

Showing that AA costs.

My animation set up is different than your fly by camera positions. In 
my set up the camera is at the center and rotates.  At each of 60 
positions, it points to a different version of at scene. In this way 
stuff other than camera position can change.

When I turn on radiosity:

[ 8.46870 FPS]
-cc -fn -a0.3 +am2 +r2 -j2 +wt2 +w80 +h200 +rtr +kla -y x11

I do see flickering frame to frame. I think what's happening is we are 
getting an initial set of in scene samples, with rtr, but these don't 
get updated camera move to camera move - IF, there are already
enough samples.

Further, what I see in my real time set up on adding

  Radiosity_File_Name=&amp;quot;RadSamples&amp;quot; +rfo +rfi

is an empty radiosity file getting additions on each camera position to 
camera position change until it hits frame 60. The saved file sample 
count is unchanged once the camera positions are revisited - until I 
break out of the animation loop at which point another burst of samples 
amounting to about 6% of the initial 60 camera position total is added.

If I then start a rtr cylic render up again with radiosity and the file 
of samples as input, I immediately get another 6% addition to the 
samples but then the sample count holds until I break out of the 
rendering loop when I get another 5.6%

FWIW. I don't completely understand what is going on. Seems like the 
preview part of radiosity only happens once on cyclic start. If I lower
the error_bound and low_error_factor I can get additional camera to 
camera samples 60 frame loop to 60 frame loop. Makes me think these are 
tied to the actual global space geometry in some way - which would mean 
they should be adjusted for each scene's scale...

Oh, at least in my environment, I see all processors used.

Lastly, I tried the larger render size idea and it changes a little the 
sample count, but not a lot. What changes I think is due the preview 
start / end windows being a little different. It must be the decisions 
on whether to add additional samples is all happening in the global 
scene coordinate space. See error_bound and low_error_factor comments 
above.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 7 Dec 2020 18:46:02 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: radiosity in animation-- a partial solution ... [1945 days 22 hours and 37 minutes ago]</title>
		<description>
&lt;pre&gt;On 12/6/20 3:48 PM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Do you happend to know how those string representations can be 'decoded'? They&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; are written as&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    7ffe7   ,  11ba94 , etc.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Probably, but not sure off the top of my head. Let's see if I can find 
the code. Yep. Decoding shown below:

// normals aren't very critical for direction precision,
// so they are packed

sscanf(normal_string, &amp;quot;%02x%02x%02x&amp;quot;, &amp;amp;tx, &amp;amp;ty, &amp;amp;tz);
normal[X] = ((double)tx * (1./ 254.))*2.-1.;
normal[Y] = ((double)ty * (1./ 254.))*2.-1.;
normal[Z] = ((double)tz * (1./ 254.))*2.-1.;
normal.normalize();

sscanf(to_nearest_string, &amp;quot;%02x%02x%02x&amp;quot;, &amp;amp;tx, &amp;amp;ty, &amp;amp;tz);
to_nearest[X] = ((double)tx * (1./ 254.))*2.-1.;
to_nearest[Y] = ((double)ty * (1./ 254.))*2.-1.;
to_nearest[Z] = ((double)tz * (1./ 254.))*2.-1.;
to_nearest.normalize();

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Is it hexadecimal, perhaps? (Sorry, I'm no longer familiar with hex, from my&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; university days long ago; I'm way out of practice with it.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
...
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; About 'hacking' the saved radiosity file:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It's an interesting idea, but will probably not work as intended. Here's an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; example of why:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 1) I rendered a typical still-image radiosity scene, while saving the rad data&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to a file.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 2) I re-rendered the scene using the saved data, with always_sample off and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; pretrace_start/end changed to 1.0. At this point, I cannot tell how many 'new'&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; radiosity light patches have been created (without doing a 'difference'&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; comparison in Photoshop); probably more than what is in the saved file.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 3) I then opened the file in POV-ray and *erased* 90+ percent of the data lines&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; there(!), then re-saved the file.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 4) I re-rendered the scene again with the 'new' file-- and there are just as&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; many radiosity light patches as before, except that most are now&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; randomly-placed.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I had *assumed* that this new file would greatly reduce the number of light&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; patches, but that's not the case.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Apparently,POV-ray is always trying to add new light patches when there are 'not&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; enough' (?), or something like that. So, editing/hacking the file may not&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; produce the intended results.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Yeah. I'm not sure what might work and what might not. I suspect we 
would at least be able to do things like shift hues by mangling the 
saved colors, but time will tell.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 7 Dec 2020 16:41:17 GMT</pubDate>
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	<item>
		<title>[Kenneth] Re: radiosity in animation-- a partial solution ... [1946 days 15 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;[Just a reminder: I'm currently running the latest v3.8 Windows develpment
build, which piggybacks on v3.7.0]

POV-ray's real-time-raytracing feature for animation (since v3.7.0?) is
something I use from time to time, so I decided to make a radiosity test with
it. I had seen some promising results years ago, but I never followed up-- my
computer at the time was too slow. And it only works with a moving camera, not
with moving scene objects.

I've posted the test here; you might or might not recognize my on-going 'city
buildings' scene. I used BAD radiosity settings again, to clearly show the
rad-light patches. No actual light_source is in the scene...and NO saved
radiosity file was used.

  +kla +rtr   are the command-line settings. POV-ray does not output the
resulting image files, so I automatically  'captured'  the preview-window
screenshots with a free app called Automatic Screenshotter. .. with a lot of
tedious per-frame editing in Avidemux to remove duplicated images. What a chore!
 (I downloaded the screenshot app only yesterday, so I haven't learned its finer
points yet.)

The animation here is blown up 150% from the original render size, using
Avidemux. It is 300 frames long, so    +kla +rtr   used 300 cameras/positions,
generated in a #while loop.

[BTW, this is my first time using the 'new' antialias method 3 and
Stochastic_Seed for a full animation-- which did not mess up or alter the
radiosity light patches in any detrimental way. The render took about 4 hours...
not exactly 'real-time', but that was mostly due to the AA.]

Comparing this real-time-raytracing render with my original post's animation
method and video, this is *extremely* smooth. From what I see, there are NO
extra radiosity patches produced from frame to frame, just a bit of noise from
video encoding (and possibly a minor change from frame 1 to frame 2). As the
animation pregresses, there could be a  few patches that *slightly* change as
the building faces are uncovered to the camera, but those changes might simply
be video compression artifacts. Or my imagination?

For the animation's radiosity , I used
always_sample off
pretrace_start 1.0
pretrace_end 1.0

....but none of those seem to matter when using real-time-raytracing. I did an
alternate short test with always_sample on, pretrace_start .32, and pretrace_end
..01, and there were still no extra light patches; same result as this posted
animation.

So real-time-raytracing must be doing 1 of 2 things with radiosity:
1) creating a truly global 3D light 'map' of the entire scene before rendering
(unlike  regular animation-with-radiosity-- see my original animation)
OR...
2) As each new animation frame/camera position is rendered, POV-ray
saves/appends that new position's rad data to an internal file-- similar(?) to
my own multi-camera-position file saving scheme mentioned earlier.

.... and automatically turns OFF any new patch creation(?)

Those are the only two schemes I can think of; but whatever the complex method
is, it creates a really smooth result, superior to the other methods I've tried.
It would be great if just the 'radiosity part' of this process could be applied
to 'standard' animation.

BTW, real-time-raytracing automatically uses only 1 thread, as far as I can tell
from POV-ray's message pane. *Maybe* this has the effect of keeping new patches
from being created? Possibly; but I'm still not convinced of that (yet!), from
my earlier 1-thread-vs-multiple-threads tests. But my machine has only 2
threads, so I really don't know...  :-(
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 7 Dec 2020 00:05:02 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: radiosity in animation-- a partial solution ... [1946 days 15 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;Alain Martel &amp;lt;kua###&amp;nbsp;[at]&amp;nbsp;videotron&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;ca&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Le 2020-12-04 &amp;#224; 12:49, Kenneth a &amp;#233;crit&amp;#160;:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ...The result is that the sphere actually&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; reflects the incoming radiosity light.. and produces crude 'radiosity&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; caustics' on the plane, no photons required!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The same also happen with transparent objects. A lens can project an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; image of what is in front of it on a surface behind it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

I suspected that the radisoity light patches might do that as well, although I
haven't tried it yet. And I guess that using HDR lighting would show a *much*
better and more pronounced effect than my typical LDR tests.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 6 Dec 2020 23:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Alain Martel] Re: radiosity in animation-- a partial solution ... [1946 days 17 hours and 52 minutes ago]</title>
		<description>
&lt;pre&gt;Le 2020-12-04 &amp;#224; 12:49, Kenneth a &amp;#233;crit&amp;#160;:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I did an odd radiosity test, using a sky dome photo for the rad emitter, a gray&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ground plane, and a perfectly-relective sphere for a scene object...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      (ambient 0 emission 0 diffuse 0 reflection 1.0)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ... except that I cranked up its reflection to 8.0-- just an arbitrarily HIGH&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; value. I also added a normal to it. The result is that the sphere actually&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; reflects the incoming radiosity light.. and produces crude 'radiosity caustics'&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; on the plane, no photons required! I didn't realize that radiosity light could&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; be reflected, without using photons in some way. It seems that the two methods&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; do operate in a somewhat similar(?) way.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

The same also happen with transparent objects. A lens can project an 
image of what is in front of it on a surface behind it.

I first experience it with the woodbox scene modified to use radiosity 
and adding a light probe.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 6 Dec 2020 21:26:16 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: radiosity in animation-- a partial solution ... [1946 days 18 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; C seems to stand for color. (There are other unused classifications)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The number after the D is depth [recursion_limit]...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The next three float values are the location.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Field 11, like the normal field, is a string representing 3 x,y,z values&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; pointing, roughly in the direction where the nearest distance sample was&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; taken.&lt;/span&gt;

Do you happend to know how those string representations can be 'decoded'? They
are written as
  7ffe7   ,  11ba94 , etc.

Is it hexadecimal, perhaps? (Sorry, I'm no longer familiar with hex, from my
university days long ago; I'm way out of practice with it.)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm not aware of a way to force a stop immediately after...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; radiosity sample file creation. Is there one?&lt;/span&gt;

I have not yet found a way either; it seems that *some* new radiosity samples
are always created when using a saved radiosity file, regardless of
always_sample on/off or pretrace_start/pretrace_end being changed to 1.0.
(Changing any of radiosity's other settings has unintended and unexpected
results, from my tests *so far*.)

About 'hacking' the saved radiosity file:
It's an interesting idea, but will probably not work as intended. Here's an
example of why:
1) I rendered a typical still-image radiosity scene, while saving the rad data
to a file.
2) I re-rendered the scene using the saved data, with always_sample off and
pretrace_start/end changed to 1.0. At this point, I cannot tell how many 'new'
radiosity light patches have been created (without doing a 'difference'
comparison in Photoshop); probably more than what is in the saved file.
3) I then opened the file in POV-ray and *erased* 90+ percent of the data lines
there(!), then re-saved the file.
4) I re-rendered the scene again with the 'new' file-- and there are just as
many radiosity light patches as before, except that most are now
randomly-placed.

I had *assumed* that this new file would greatly reduce the number of light
patches, but that's not the case.

Apparently,POV-ray is always trying to add new light patches when there are 'not
enough' (?), or something like that. So, editing/hacking the file may not
produce the intended results.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 6 Dec 2020 20:50:06 GMT</pubDate>
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	</item>
	<item>
		<title>[Tor Olav Kristensen] Re: Planetary fly-overs with height-fields [1947 days 22 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= &amp;lt;yaz###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi(gh)!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 04.12.20 11:27, Tor Olav Kristensen wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Hi Yadgar&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; =?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= &amp;lt;yaz###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; The faces are constructed this way:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; #declare a = 0;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; #declare c = 0;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; #while (a &amp;lt; ydim-1)&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;     #declare b = 0;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;     #while (b &amp;lt; xdim-1)&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;       #declare Faces[a*ydim+b]  = &amp;lt;a*res+b, a*res+b+1, (a+1)*res+b&amp;gt;;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;       #declare Faces[a*ydim+b+1] = &amp;lt;a*res+b+1, (a+1)*res+b+1, (a+1)*res+b&amp;gt;;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;       #declare c = c+2;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;       #declare b = b+1;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;     #end&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;     #declare a = a+1;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; #end&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Have you tested if the code above works as you intended ?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; With the script I extracted the code from, it works perfectly!&lt;/span&gt;

But about all of the calculations you do in this line &amp;quot;#declare
Faces[a*ydim+b+1] = ...&amp;quot; are wasted (i.e. not used), except for in the last
iteration of the &amp;quot;#while (b &amp;lt; xdim-1)&amp;quot; loop. That is because they are
overwritten in the next iteration of the loop.

And if you use c to count the number of vectors defined so far in the Faces
array, then the count will be about twice as high as the actual number of
vectors put into that array.

--
Tor Olav
http://subcube.com
https://github.com/t-o-k
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 5 Dec 2020 16:35:01 GMT</pubDate>
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	<item>
		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: Planetary fly-overs with height-fields [1948 days 1 hour and 23 minutes ago]</title>
		<description>
&lt;pre&gt;Hi(gh)!

On 04.12.20 11:27, Tor Olav Kristensen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi Yadgar&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; =?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= &amp;lt;yaz###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; vertpos = height*&amp;lt;radians(sin(-longitude))*radians(cos(latitude)),&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; radians(sin(latitude)), radians(cos(-longitude))*radians(cos(latitude))&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The code above seems wrong. Your vector should probably be calculated like this:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      cos(radians(latitude))*sin(radians(-longitude)),&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      sin(radians(latitude)),&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      cos(radians(latitude))*cos(radians(-longitude))&lt;/span&gt;

Yes, you're right - I just typed it from memory, I should have looked it 
up in my scripts instead!

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; The faces are constructed this way:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; #declare a = 0;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; #declare c = 0;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; #while (a &amp;lt; ydim-1)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;     #declare b = 0;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;     #while (b &amp;lt; xdim-1)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;       #declare Faces[a*ydim+b]  = &amp;lt;a*res+b, a*res+b+1, (a+1)*res+b&amp;gt;;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;       #declare Faces[a*ydim+b+1] = &amp;lt;a*res+b+1, (a+1)*res+b+1, (a+1)*res+b&amp;gt;;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;       #declare c = c+2;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;       #declare b = b+1;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;     #end&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;     #declare a = a+1;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have you tested if the code above works as you intended ?&lt;/span&gt;

With the script I extracted the code from, it works perfectly!

See you in Khyberspace!

Yadgar
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 5 Dec 2020 13:55:48 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] Re: radiosity in animation-- a partial solution ... [1948 days 2 hours and 37 minutes ago]</title>
		<description>
&lt;pre&gt;On 12/4/20 12:49 PM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
...
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; ---&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; C seems to stand for color. (There are other unused classifications)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; The number after the D is depth. I've only ever seen 1 or 2 - maybe if&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; recursion depth increased?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes, you're right, it's recursion_limit. (In my tests so far, I had set it to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 2.) I ran another test with somewhat high-quailty settings (to produce a LARGE&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; saved rad file), and cranked resursion_limit up to 20. Now I see data lines&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; starting with C3,C4 etc. Interestingly, they 'top out' at about C8-- with fewer&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; entries too-- which agrees with the documentation about higher recursion_limit&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; settings having less and less of a visual effect on the render.&lt;/span&gt;

Thanks. Good to know.

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; The next three float values are the location...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; ...&lt;/span&gt;
...
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  From my animation tests with a moving camera, I assume that the x,y,z&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; values/direction vectors have something to do with CAMERA's viewpoint as well&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (whatever it happens to be.) That is, if I understand your description&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; correctly.&lt;/span&gt;

I think only to the extent the camera rays set where the code will look 
to take samples. Nearly positive, the stored sample coordinates are 
locations in global scene space. Most, excepting media ones, on 
surfaces. Normals, distance and direction information would all be 
relative to the surface(1).

(1) - Wonder what happens with normals in media...

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; IMO, there does seem to be a similarity:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
(Interesting experiment - ie reflection 8)

On similarity between photons and radiosity, I was speaking mostly about 
saved file formats.

Photons and radiosity start in fundamentally different ways. Photons 
shoot rays (forward) from light sources into the scene to create photon 
samples. Radiosity traces backward in the more traditional ray tracing 
way and it might find light sources or not depending on the ray tracing 
bend/bounce depth.

Both types of samples are gathered and merged in with the usual ray 
tracing results for each ray to give a final result.

(One more thought. If there is no way to stop after the radiosity file 
is updated, we should be sure options like AA are off to save that time 
- if you are not already doing this.)

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 5 Dec 2020 12:41:52 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] Re: radiosity in animation-- a partial solution ... [1948 days 2 hours and 58 minutes ago]</title>
		<description>
&lt;pre&gt;On 12/4/20 11:46 AM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
...
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 2nd added only 9 lines; the third, 9 more. Then I tried to find duplicated data&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; lines among the total, but again no luck. So it *seems* that POV-ray&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; automatically removes any redundant data from an appended radiosity file.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
See my response to Mr as to why redundant (or near redundant) samples 
might not be getting added to the file.

Bill P&amp;gt;
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 5 Dec 2020 12:20:25 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: radiosity in animation-- a partial solution ... [1948 days 3 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;On 12/4/20 11:43 AM, Mr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
... the
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; radiosity algorithm is supposed to do unique samples to avoid wasting&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; computation, that is precisely why I mentioned to truncate the precision : so&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that the samples closest would thus falsely appear as duplicates but the lines&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; suppressed in the initial data would rather be considered merged by that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (truncation) threshold criteria. Does that naive approach make sense to someone&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; more experienced than me, or am I missing something?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Expect quite a few things in play. There is some initial sampling 
density relative the the scene depending on numerous things for any 
given frame. If we change one or more of the dependencies enough, 
additional samples will be shot. Of those &amp;quot;perhaps&amp;quot; some will be added 
to the saved file.

In the moving camera case I think it likely new, duplicate or very 
nearby lines (samples) don't get added after a point because the some 
criteria (error, distance, ?) kicks in on seeing local context for the 
existing samples - and any in hand, &amp;quot;duplicate,&amp;quot; potential sample is 
tossed in the bit bucket - but, I'm guessing.

---
I wonder if anyone has tried creating a radiosity file at a resolution 
larger than the final frame/scene?

I'm not aware of a way to force a stop immediately after photon / 
radiosity sample file creation. Is there one?

It would be handy to avoid the cost of the final pass render, saving of 
other intermediate and output files when just creating the larger 
radiosity file for the actual final frame/scene renders.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 5 Dec 2020 12:18:03 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: radiosity in animation-- a partial solution ... [1948 days 21 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I dug up the source code not too long ago and made these notes:&lt;/span&gt;

Fascinating! Thanks for taking the time to do this, and for posting your info.
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ---&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; C seems to stand for color. (There are other unused classifications)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The number after the D is depth. I've only ever seen 1 or 2 - maybe if&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; recursion depth increased?&lt;/span&gt;

Yes, you're right, it's recursion_limit. (In my tests so far, I had set it to
2.) I ran another test with somewhat high-quailty settings (to produce a LARGE
saved rad file), and cranked resursion_limit up to 20. Now I see data lines
starting with C3,C4 etc. Interestingly, they 'top out' at about C8-- with fewer
entries too-- which agrees with the documentation about higher recursion_limit
settings having less and less of a visual effect on the render.
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The next three float values are the location...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In field 10 the nearest sample distance found is recorded.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Field 11, like the normal field, is a string representing 3 x,y,z values&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; pointing, roughly in the direction where the nearest distance sample was&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; taken.&lt;/span&gt;

From my animation tests with a moving camera, I assume that the x,y,z
values/direction vectors have something to do with CAMERA's viewpoint as well
(whatever it happens to be.) That is, if I understand your description
correctly.
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Aside: I suspect, there are some similarities to the saved photons file,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but I've not gotten to even a first look at it...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

IMO, there does seem to be a similarity:

I did an odd radiosity test, using a sky dome photo for the rad emitter, a gray
ground plane, and a perfectly-relective sphere for a scene object...
    (ambient 0 emission 0 diffuse 0 reflection 1.0)
... except that I cranked up its reflection to 8.0-- just an arbitrarily HIGH
value. I also added a normal to it. The result is that the sphere actually
reflects the incoming radiosity light.. and produces crude 'radiosity caustics'
on the plane, no photons required! I didn't realize that radiosity light could
be reflected, without using photons in some way. It seems that the two methods
do operate in a somewhat similar(?) way.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 4 Dec 2020 17:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: radiosity in animation-- a partial solution ... [1948 days 22 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It would indeed be useful to optimize the final saved data file, if possible...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Unfortunately, not a single line of [the saved data] data seems to repeat;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I tried hard to find at least one repetition, with no luck...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I haven't yet tried a test where the camera is static; maybe there *would*&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; be duplicate entries that could be eliminated.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

In all my animation/radiosity tests so far, I've used a moving CAMERA (and no
moving scene objects) to create the composite rad-data file. That seemed a
logical way to proceed; but I just did a 'static' camera test-- which produced
some interesting results:

Saving/appending 3 identical radiosity renders, with identical rad settings,
seems to be enough to prevent any 'new' rad light patches from being created
when running the final animation (assuming pretrace_start and pretrace_end are
changed to 1.0 for the final run; and assuming that the camera remains static.)
I would call it a '3-pass' technique. There are still a *few* stray patches
created, but they are very hard to spot. Of course, this doesn't take into
account any moving OBJECTS in the scene; I haven't gotten that far yet ;-)

As for the data file itself and its possible duplicated entries: I decided to
render and save a *tiny* radiosity file-- 4X3 pixels(!)-- made with a static
camera, and using the 3-pass trick. The final saved file is a 'composite' of the
3 renders and their data. The first 'pass' produced 108 saved data lines; the
2nd added only 9 lines; the third, 9 more. Then I tried to find duplicated data
lines among the total, but again no luck. So it *seems* that POV-ray
automatically removes any redundant data from an appended radiosity file.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 4 Dec 2020 16:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Mr] Re: radiosity in animation-- a partial solution ... [1948 days 22 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 12/4/20 9:06 AM, Kenneth wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;Mr&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; C1 6.40944 0 10.2727 7ffe7f 0.5393 0.5634 0.6627 0.0673439 2.02194 13b2aa&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; C1 5.07783 0 9.9777 7ffe7f 0.2932 0.2820 0.3779 0.0626854 19990.9 94c3e8&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; C2 4.67263 2.28262 10.8619 fd7f6d 0.2772 0.0367 0.0002 0.123517 2.80274 c81887&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; C1 5.22191 0 9.92912 7ffe7f 0.3809 0.2062 0.1807 0.0629131 2.52627 63f2ae&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; C1 5.40516 0 9.95757 7ffe7f 0.5724 0.6442 0.7586 0.0635047 19991.6 90cde2&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; C1 5.59453 0 9.99461 7ffe7f 0.4496 0.4617 0.5039 0.0641466 1.52217 33bfce&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ......etc. etc. Each line starts with C1 or C2. (And there's no obvious 'order'&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; to&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; the entries.) I have no idea what the data actually means.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I dug up the source code not too long ago and made these notes:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ---&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; C seems to stand for color. (There are other unused classifications)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The number after the D is depth. I've only ever seen 1 or 2 - maybe if&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; recursion depth increased?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The next three float values are the location.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The text string in position 5 is the normal encoded for +-(2 byte&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; value/254) it looked.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Positions 6,7 and 8 are the three color channel values at the point.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In field 9 we have the harmonic mean. The inverse of the mean of the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; inverses of distances to all samples used to set a point's &amp;quot;radiosity&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; view.&amp;quot; This read as a double (long float) but later used in calculations&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; as a float.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In field 10 the nearest sample distance found is recorded.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Field 11, like the normal field, is a string representing 3 x,y,z values&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; pointing, roughly in the direction where the nearest distance sample was&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; taken.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ---&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The floats are all read/scanned as doubles, but the file representation&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; seems to be float. The internal usage in calculations is sometimes&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (always?) cast to float. Expect this means not too much difference&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; between binary file encoding (as doubles) and current text encoding.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; However, if internally stored as all doubles and all only used as floats&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - the internal representation could probably be better?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; FWIW.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ... Yeah, hacking the radiosity file for effects is not something I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; recall anyone doing. It could be interesting. Color shifts. By global&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; locations increase or decrease intensities. Insertion of samples by&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; interpolation from existing ones? Completely contrived radiosity files&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with gradients or whatever...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Aside: I suspect, there are some similarities to the saved photons file,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but I've not gotten to even a first look at it...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bill P.&lt;/span&gt;

Why not, ! Radiosity filters ! with that some inbuilt effect could be done like
the recent tests done for paint effect by Kenneth with his circular lights...
Back on initial topic, This is axactly the kind of data I hoped: So yes, the
radiosity algorithm is supposed to do unique samples to avoid wasting
computation, that is precisely why I mentioned to truncate the precision : so
that the samples closest would thus falsely appear as duplicates but the lines
suppressed in the initial data would rather be considered merged by that
(truncation) threshold criteria. Does that naive approach make sense to someone
more experienced than me, or am I missing something?
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 4 Dec 2020 16:45:01 GMT</pubDate>
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		<title>[William F Pokorny] Re: radiosity in animation-- a partial solution ... [1949 days and 27 minutes ago]</title>
		<description>
&lt;pre&gt;On 12/4/20 9:06 AM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Mr&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
...
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; C1 6.40944 0 10.2727 7ffe7f 0.5393 0.5634 0.6627 0.0673439 2.02194 13b2aa&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; C1 5.07783 0 9.9777 7ffe7f 0.2932 0.2820 0.3779 0.0626854 19990.9 94c3e8&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; C2 4.67263 2.28262 10.8619 fd7f6d 0.2772 0.0367 0.0002 0.123517 2.80274 c81887&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; C1 5.22191 0 9.92912 7ffe7f 0.3809 0.2062 0.1807 0.0629131 2.52627 63f2ae&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; C1 5.40516 0 9.95757 7ffe7f 0.5724 0.6442 0.7586 0.0635047 19991.6 90cde2&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; C1 5.59453 0 9.99461 7ffe7f 0.4496 0.4617 0.5039 0.0641466 1.52217 33bfce&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ......etc. etc. Each line starts with C1 or C2. (And there's no obvious 'order'&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the entries.) I have no idea what the data actually means.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I dug up the source code not too long ago and made these notes:

---
C seems to stand for color. (There are other unused classifications)
The number after the D is depth. I've only ever seen 1 or 2 - maybe if
recursion depth increased?

The next three float values are the location.

The text string in position 5 is the normal encoded for +-(2 byte 
value/254) it looked.

Positions 6,7 and 8 are the three color channel values at the point.

In field 9 we have the harmonic mean. The inverse of the mean of the 
inverses of distances to all samples used to set a point's &amp;quot;radiosity 
view.&amp;quot; This read as a double (long float) but later used in calculations 
as a float.

In field 10 the nearest sample distance found is recorded.

Field 11, like the normal field, is a string representing 3 x,y,z values 
pointing, roughly in the direction where the nearest distance sample was 
taken.

---
The floats are all read/scanned as doubles, but the file representation 
seems to be float. The internal usage in calculations is sometimes 
(always?) cast to float. Expect this means not too much difference 
between binary file encoding (as doubles) and current text encoding. 
However, if internally stored as all doubles and all only used as floats 
- the internal representation could probably be better?

FWIW.

... Yeah, hacking the radiosity file for effects is not something I 
recall anyone doing. It could be interesting. Color shifts. By global 
locations increase or decrease intensities. Insertion of samples by 
interpolation from existing ones? Completely contrived radiosity files
with gradients or whatever...

Aside: I suspect, there are some similarities to the saved photons file, 
but I've not gotten to even a first look at it...

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 4 Dec 2020 14:51:50 GMT</pubDate>
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		<title>[Kenneth] Re: radiosity in animation-- a partial solution ... [1949 days 1 hour and 9 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Mr&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...So you're saying that this radiosity data file is human readable. If each&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  sample is clearly identifiable, and can be split on a per line basis then&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; it's worth trying some kind of script (even maybe a notepad++ macro if it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; could recognize and operate on numbers?) to do the following:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...find any line that now has the same patch coordinates in &amp;quot;radtemp2&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; store its index in a list.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...And finally merge &amp;quot;rad2&amp;quot; at the end of rad1&amp;quot; to get your incremented but more&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; optimized rad2&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

It would indeed be useful to optimize the final saved data file, if possible; my
animation test for *today*, with a moving camera, has a saved 'composite'
radiosity file with 47000+ lines of data! Here's a sample of what it looks like,
opened in POV-ray...

C1 6.40944 0 10.2727 7ffe7f 0.5393 0.5634 0.6627 0.0673439 2.02194 13b2aa
C1 5.07783 0 9.9777 7ffe7f 0.2932 0.2820 0.3779 0.0626854 19990.9 94c3e8
C2 4.67263 2.28262 10.8619 fd7f6d 0.2772 0.0367 0.0002 0.123517 2.80274 c81887
C1 5.22191 0 9.92912 7ffe7f 0.3809 0.2062 0.1807 0.0629131 2.52627 63f2ae
C1 5.40516 0 9.95757 7ffe7f 0.5724 0.6442 0.7586 0.0635047 19991.6 90cde2
C1 5.59453 0 9.99461 7ffe7f 0.4496 0.4617 0.5039 0.0641466 1.52217 33bfce

......etc. etc. Each line starts with C1 or C2. (And there's no obvious 'order'
to
the entries.) I have no idea what the data actually means.

Unfortunately, not a single line of that data seems to repeat; I tried hard to
find at least one repetition, with no luck. So my guess is that, as the *camera*
moves during the animation, totally-new 'coordinates' (or whatever) are
generated, with somewhat overlapping 'rad light patches'. I haven't yet tried a
test where the camera is static; maybe there *would* be duplicate entries that
could be eliminated.

BTW: From what I can tell so far, this 'additive' rad-data scheme (for the final
saved file) adds new light patches that sometimes overlap previous ones,
sometimes not. In effect, it seems to be adding to radiosity's COUNT value. So
it might be possible to 'relax' that value-- like, changing COUNT 200 to some
lower value-- to still get the original expected visual result. I haven't yet
tested the idea though.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 4 Dec 2020 14:10:06 GMT</pubDate>
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	</item>
	<item>
		<title>[Mr] Re: radiosity in animation-- a partial solution ... [1949 days 3 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; On 11/24/20 2:10 PM, Kenneth wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; D) This uses TWO initial saved radiosity files, one made at the camera's&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; start position and one made at the end (with different file names, of&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; course!). Those files can be opened and inspected in POV-ray-- they are&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; just text/data files of some kind-- then I simply copied-and-pasted the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; complete contents of the 2nd file onto the end of the 1st file, which is&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; then re-saved. This 'composite' rad file is then used for the animation.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Cool idea and demo! Not positive, but I think if you both loaded and&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; saved the radiosity samples the &amp;quot;new&amp;quot; ones would get appended to the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; file by POV-Ray (no need to edit). If so, it should be you could run a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; sampling of the total frames where you let POV-Ray keep adding to the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; radiosity file...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes, you're right; I didn't think to try that easy trick until after I posted&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; here.  I had assumed that the two file-appending schemes *might* produce&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; different results, but they are the same.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Taking that idea to its logical conclusion, the following scheme is a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; nicely-efficient way to generate the 'composite' saved radiosity file from&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; multiple camera viewpoints (for 'overlapping' rad data). Say you want a 50-frame&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation where the camera moves like&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   &amp;lt;-3 + 6*clock,5,0&amp;gt;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; To create the composite rad file, the *initial* position would be  &amp;lt;-3,5,0&amp;gt;--&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and the initial .INI file-saving settings need to be:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Radiosity_File_Name=&amp;quot;RAD data&amp;quot; (or whatever name)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Radiosity_To_File=on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (animation turned OFF temporarily)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then, to create the *full* saved composite file (the required interim process):&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Radiosity_File_Name=&amp;quot;RAD data&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Radiosity_To_File=on (to append more data to it)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Radiosity_From_File=on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Final_Frame=50&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Subset_Start_Frame=2 (because frame 1 already has  its data saved)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Frame_Step=4 (or some other value-- because it is probably not necessary to save&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rad data for *every* animation frame/camera position)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then, to render the FINAL animation-with-radiosity:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Radiosity_File_Name=&amp;quot;RAD data&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Radiosity_From_File=on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Final_Frame=50&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; .... along with the radiosity block's pretrace_start and pretrace_end both&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; changed to 1.0.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; From experiments I've done, this works quite well-- with almost no flickering&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rad-light patches.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here's something interesting, though: For typical still-image renders, others&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; here have mentioned that a small-size (faster) initial radiosity render can be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; made, while saving that data file for a *larger* render. This scheme works&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; reasonably OK for still images more or less, although there is a kind of 'lack&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of radiosity detail' from the smaller render, and the saved file size is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; correspondingly small as well, with fewer data entries. But this small-to-large&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; render scheme doesn't work well for creating a composite *animation* rad file--&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; there are still too many 'dancing light patches' in the final larger-size&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation. The only way the composite-saved-file idea works is to pre-render the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frames at their final intended pixel size, a slow process (while saving the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frame-to-frame data of course.)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I've not been following the radiosity discussions closely, but there is&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; since v3.7 a +HR or High_Reproducibility option. Have you tried this? As&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; far as I know, it still works only with radiosity though its initial aim&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; was broader.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So far, I have not gotten to that point in my experiments ;-) And I've been&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; running tests all week!&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; IIRC, what it does is change the seed to the render block &amp;quot;number&amp;quot; so&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; even with multiple threads (SMP) you get the same random numbers (and so&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; radiosity ray samples - at least by ordering) in any given block. The&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; render image size and render block size would need to stay constant too&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; of course.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That's an interesting suggestion about render block size, that I had not thought&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; about; I need to experiment with that as well.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Another option which obviously helps with reproducibility is running&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; with one thread.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; From initial experiments I've done on my lowly Windows 7 computer (with its 2&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; threads or cores or whatever), changing POV-Ray's Works_Threads setting in my&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ..INI file from 2 to 1 does not *seem* to affect the animation results re: the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; look or placement of the radiosity light patches. I should probably do some more&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; tests though.&lt;/span&gt;

Interesting tests, If I remember correctly, Mental ray used to have a way to do
this as well... or maybe it was just for geometry export, but some kind of
incremental feature for animation.


Anyway, to my rather profane user ears your idea sounds sane to keep initial
radiosity data and only compute necessary additions for each new frame. So
you're saying that this radiosity data file is human readable. If each sample is
clearly identifiable, and can be split on a per line basis then it's worth
trying some kind of script (even maybe a notepad++ macro if it could recognize
and operate on numbers?) to do the following:

-copy the first (&amp;quot;rad1&amp;quot;) and second (&amp;quot;rad2&amp;quot;) frame's radiosity data files
calling these copies say &amp;quot;radtemp1&amp;quot; &amp;quot;radtemp2&amp;quot;

-pick a (low) precision threshold (a small enough number of digits after the
decimal points)to truncate all numbers of &amp;quot;radtemp1&amp;quot; and &amp;quot;radtemp2&amp;quot; to this
precision, so that you can...

-...iterate while keeping counted index, through each line of truncated
&amp;quot;radtemp1&amp;quot;, find any line that now has the same patch coordinates in &amp;quot;radtemp2&amp;quot;
store its index in a list.

-suppress all lines corresponding to these indices in the original &amp;quot;rad2&amp;quot;

-And finally merge &amp;quot;rad2&amp;quot; at the end of rad1&amp;quot; to get your incremented but more
optimized rad2

However I would not be surprised if POV was already supposed to do all that kind
of stuff or even better optimization internally?
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 4 Dec 2020 11:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Tor Olav Kristensen] Re: Planetary fly-overs with height-fields [1949 days 4 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;Hi Yadgar

=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= &amp;lt;yaz###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; vertpos = height*&amp;lt;radians(sin(-longitude))*radians(cos(latitude)),&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; radians(sin(latitude)), radians(cos(-longitude))*radians(cos(latitude))&amp;gt;&lt;/span&gt;

The code above seems wrong. Your vector should probably be calculated like this:

&amp;lt;
    cos(radians(latitude))*sin(radians(-longitude)),
    sin(radians(latitude)),
    cos(radians(latitude))*cos(radians(-longitude))
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The faces are constructed this way:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare a = 0;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare c = 0;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #while (a &amp;lt; ydim-1)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    #declare b = 0;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    #while (b &amp;lt; xdim-1)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #declare Faces[a*ydim+b]  = &amp;lt;a*res+b, a*res+b+1, (a+1)*res+b&amp;gt;;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #declare Faces[a*ydim+b+1] = &amp;lt;a*res+b+1, (a+1)*res+b+1, (a+1)*res+b&amp;gt;;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #declare c = c+2;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #declare b = b+1;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    #declare a = a+1;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #end&lt;/span&gt;

Have you tested if the code above works as you intended ?

--
Tor Olav
http://subcube.com
https://github.com/t-o-k
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 4 Dec 2020 10:30:00 GMT</pubDate>
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	<item>
		<title>[Kenneth] Re: radiosity in animation-- a partial solution ... [1949 days 18 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 11/24/20 2:10 PM, Kenneth wrote:&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; D) This uses TWO initial saved radiosity files, one made at the camera's&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; start position and one made at the end (with different file names, of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; course!). Those files can be opened and inspected in POV-ray-- they are&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; just text/data files of some kind-- then I simply copied-and-pasted the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; complete contents of the 2nd file onto the end of the 1st file, which is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; then re-saved. This 'composite' rad file is then used for the animation.&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Cool idea and demo! Not positive, but I think if you both loaded and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; saved the radiosity samples the &amp;quot;new&amp;quot; ones would get appended to the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; file by POV-Ray (no need to edit). If so, it should be you could run a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; sampling of the total frames where you let POV-Ray keep adding to the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; radiosity file...&lt;/span&gt;

Yes, you're right; I didn't think to try that easy trick until after I posted
here.  I had assumed that the two file-appending schemes *might* produce
different results, but they are the same.

Taking that idea to its logical conclusion, the following scheme is a
nicely-efficient way to generate the 'composite' saved radiosity file from
multiple camera viewpoints (for 'overlapping' rad data). Say you want a 50-frame
animation where the camera moves like
  &amp;lt;-3 + 6*clock,5,0&amp;gt;.
To create the composite rad file, the *initial* position would be  &amp;lt;-3,5,0&amp;gt;--
and the initial .INI file-saving settings need to be:
Radiosity_File_Name=&amp;quot;RAD data&amp;quot; (or whatever name)
Radiosity_To_File=on
(animation turned OFF temporarily)

Then, to create the *full* saved composite file (the required interim process):
Radiosity_File_Name=&amp;quot;RAD data&amp;quot;
Radiosity_To_File=on (to append more data to it)
Radiosity_From_File=on
Final_Frame=50
Subset_Start_Frame=2 (because frame 1 already has  its data saved)
Frame_Step=4 (or some other value-- because it is probably not necessary to save
rad data for *every* animation frame/camera position)

Then, to render the FINAL animation-with-radiosity:
Radiosity_File_Name=&amp;quot;RAD data&amp;quot;
Radiosity_From_File=on
Final_Frame=50
.... along with the radiosity block's pretrace_start and pretrace_end both
changed to 1.0.

From experiments I've done, this works quite well-- with almost no flickering
rad-light patches.

Here's something interesting, though: For typical still-image renders, others
here have mentioned that a small-size (faster) initial radiosity render can be
made, while saving that data file for a *larger* render. This scheme works
reasonably OK for still images more or less, although there is a kind of 'lack
of radiosity detail' from the smaller render, and the saved file size is
correspondingly small as well, with fewer data entries. But this small-to-large
render scheme doesn't work well for creating a composite *animation* rad file--
there are still too many 'dancing light patches' in the final larger-size
animation. The only way the composite-saved-file idea works is to pre-render the
frames at their final intended pixel size, a slow process (while saving the
frame-to-frame data of course.)
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've not been following the radiosity discussions closely, but there is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; since v3.7 a +HR or High_Reproducibility option. Have you tried this? As&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; far as I know, it still works only with radiosity though its initial aim&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; was broader.&lt;/span&gt;

So far, I have not gotten to that point in my experiments ;-) And I've been
running tests all week!
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; IIRC, what it does is change the seed to the render block &amp;quot;number&amp;quot; so&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; even with multiple threads (SMP) you get the same random numbers (and so&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; radiosity ray samples - at least by ordering) in any given block. The&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; render image size and render block size would need to stay constant too&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of course.&lt;/span&gt;

That's an interesting suggestion about render block size, that I had not thought
about; I need to experiment with that as well.
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Another option which obviously helps with reproducibility is running&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with one thread.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

From initial experiments I've done on my lowly Windows 7 computer (with its 2
threads or cores or whatever), changing POV-Ray's Works_Threads setting in my
..INI file from 2 to 1 does not *seem* to affect the animation results re: the
look or placement of the radiosity light patches. I should probably do some more
tests though.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 3 Dec 2020 20:50:08 GMT</pubDate>
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	</item>
	<item>
		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: Planetary fly-overs with height-fields [1950 days 2 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;Hi(gh)!

On 22.11.20 17:44, Alain Martel wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Converting an 8-bit image to 16-bits can't help. All it can do is append &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 8 zeros as low order bits.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You need some more steps to interpolate smoothly between the original &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; steps.&lt;/span&gt;

M&amp;#195;&amp;#164;tes, you might try the (very ancient, for MS-DOS!) tool &amp;quot;HF-Lab&amp;quot; 
written back in the last century by John Beale... when you apply a 
slight blur filter (command: nsmooth 7, just 7 iterations of nsmooth) to 
your heightfield, it might benefit considerably!

See you in Khyberspace!

Yadgar

Now playing: Aranjuez (Blonker)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 3 Dec 2020 13:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: Planetary fly-overs with height-fields [1950 days 4 hours and 2 minutes ago]</title>
		<description>
&lt;pre&gt;Hi(gh)!

On 22.11.20 12:02, M&amp;#239;&amp;#191;&amp;#189;tes wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi Yadgar,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the original pictures are all 8-bit greyscale, and to convert them into 16-bit&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; didnt help. I want to ask a co-worker if there are some Gimp-Filters to better&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; them, maybe that helps. At them moment there are only 265 steps in height, hope&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that I can smooth them a littlebit.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; To get better pics I have to invest many hours of look and search in the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; internet, there was no time for this in the past month.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Your movie looks nice, more detailed than mine.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I plan to check out meshes to but didnt start with it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Do you have a skript as a starting-point for me?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes, I am from cologne, you're right.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have a small personal blog but my website is down at the moment.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Will inform the povray-world when its online again :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Alaaf,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; M&amp;#195;&amp;#164;tes&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

To get &amp;quot;spherical&amp;quot; heightfields which follow the planet's curvature it's 
best to have a topographical bitmap in simple cylindrical projection 
(side ratio 2:1, which is important!) and then start getting the color 
values for each pixel using eval_pigment(), in a nested loop running 
from 90 to -90 degrees (latitude) and -180 to 180 degrees (longitude). 
Then you convert each color value to a height within the elevation range 
of the planet - with Earth and greyscales this would be (assuming a 
scale of 1 km per POV unit):

height = radius (i. e. 6377.5-11.022 for Earth - sealevel radius minus 
deepest point of the ocean) + (gray value*255)*((11.022 [Mariana trench] 
+ 8.8848 [Mt. Everest])/255)

(or height = radius (6377.5-0.422) + (gray value*255)*(0.422 [Dead Sea] 
+ 8.8848 [Mt. Everest])/255), if your map doesn't include ocean depths)

This height value translates as follows to a 3D point for each mesh vertex:

vertpos = height*&amp;lt;radians(sin(-longitude))*radians(cos(latitude)), 
radians(sin(latitude)), radians(cos(-longitude))*radians(cos(latitude))&amp;gt;

Note that the longitude value has to be multiplied with -1, as Earth 
longitudes increase counter-clockwise from west to east!

I think you will be able to transfer this to your Martian project 
without much effort...

...of course, after that you will have to set up the mesh2 faces from 
the index values of the vertices!

The faces are constructed this way:

#declare a = 0;
#declare c = 0;
#while (a &amp;lt; ydim-1)
   #declare b = 0;
   #while (b &amp;lt; xdim-1)
     #declare Faces[a*ydim+b]  = &amp;lt;a*res+b, a*res+b+1, (a+1)*res+b&amp;gt;;
     #declare Faces[a*ydim+b+1] = &amp;lt;a*res+b+1, (a+1)*res+b+1, (a+1)*res+b&amp;gt;;
     #declare c = c+2;
     #declare b = b+1;
   #end
   #declare a = a+1;
#end

I hope I could help you...

See you in Khyberspace!

Yadgar

Now playing: Madeleine (Bernhard Brink)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 3 Dec 2020 11:16:24 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] Re: Star Wars - Part 1 [1954 days 23 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;On 11/22/20 6:16 AM, M&amp;#239;&amp;#191;&amp;#189;tes wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I was experimenting with some height-fields, as I remembered that I downloaded&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; years earlier some models from Starwars.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So I combined them with a spline and tried to create a small fight between them.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Cool!

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 28 Nov 2020 15:44:52 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] Re: radiosity in animation-- a partial solution ... [1954 days 23 hours and 38 minutes ago]</title>
		<description>
&lt;pre&gt;On 11/24/20 2:10 PM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Radiosity in animation suffers from a kind of jitter or flicker problem, even&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with high-quality settings... a result of the random nature of the rad 'light&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; patches' from frame to frame. Using a SAVED radiosity file, from an initial&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; camera viewpoint, would seem to solve that issue, but it's only partially&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; successful: As the camera moves-- and the scene's objects move as well-- the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; saved radiosity file is no longer adequate to produce an expected smooth effect.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I came up with an interesting solution to part of this problem, at least for&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; POV-ray v3.8xx and maybe 3.7 too, which is more easily explained in an animation&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; test.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
...
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Cool idea and demo! Not positive, but I think if you both loaded and 
saved the radiosity samples the &amp;quot;new&amp;quot; ones would get appended to the 
file by POV-Ray (no need to edit). If so, it should be you could run a 
sampling of the total frames where you let POV-Ray keep adding to the 
radiosity file. This would be an initial pass for the purposes of 
creating the &amp;quot;all-frames&amp;quot; sample file used then for the all frames 
renders. Your file size concerns, still a worry, but...

I've not been following the radiosity discussions closely, but there is 
since v3.7 a +HR or High_Reproducibility option. Have you tried this? As 
far as I know, it still works only with radiosity though its initial aim 
was broader.

IIRC, what it does is change the seed to the render block &amp;quot;number&amp;quot; so 
even with multiple threads (SMP) you get the same random numbers (and so 
radiosity ray samples - at least by ordering) in any given block. The 
render image size and render block size would need to stay constant too 
of course.

Another option which obviously helps with reproducibility is running 
with one thread.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 28 Nov 2020 15:40:31 GMT</pubDate>
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	<item>
		<title>[Kenneth] Re: Star Wars - Part 1 [1955 days 1 hour and 9 minutes ago]</title>
		<description>
&lt;pre&gt;Nicely done!

I especially like the smooth and natural banking/turning of the X-Wing as it
pursues its prey. Your coding for that looks very realistic.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 28 Nov 2020 14:10:08 GMT</pubDate>
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	<item>
		<title>[Kenneth] radiosity in animation-- a partial solution to '... [1958 days 20 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;Radiosity in animation suffers from a kind of jitter or flicker problem, even
with high-quality settings... a result of the random nature of the rad 'light
patches' from frame to frame. Using a SAVED radiosity file, from an initial
camera viewpoint, would seem to solve that issue, but it's only partially
successful: As the camera moves-- and the scene's objects move as well-- the
saved radiosity file is no longer adequate to produce an expected smooth effect.

I came up with an interesting solution to part of this problem, at least for
POV-ray v3.8xx and maybe 3.7 too, which is more easily explained in an animation
test.

In my test scene, there are no actual light sources; the lighting is from pure
radiosity, from a skydome that has a cloudy-sky photo. I purposely chose BAD
radiosity quality settings to make the effect of the radiosity light patches
more obvious.

settings...
radiosity{
brightness 1.0
count 1
recursion_limit 1
error_bound 0.9
minimum_reuse .0009
maximum_reuse .0117
pretrace_start .08
pretrace_end .01
always_sample off
(all the others at their defaults)
}

The camera just moves from left to right...
location &amp;lt;0 + 5*clock,5,0&amp;gt;

Referring to the animation...
A) This is what typical radiosity light patches do in an animation, from frame
to frame-- completely random patch placement. Of course, this raw look would be
much less obvious with higher-quality rad settings, but it would still be there,
as a sort of minor noisy flicker in the animation.

B) This uses a saved radiosity file, made from a still image at the camera's
starting position. The animated scene's rad settings as kept as they are. As the
camera moves, there are a few extra rad samples created for the objects-- but
the initial 'unseen' parts of the scene require NEW patches, to fill in the
apparenty blank radiosity areas. They are like 'shadow areas' behind objects, as
seen from the initial camera position.

C) This is the same set-up as B, using the same saved rad file, but I changed
radiosity's pretrace_start and pretrace_end to 1.0 in the scene. This prevents
any 'new' rad samples from being created for most of the objects. It's an
improvement, but the 'rad shadows' are still being filled in with new patches.

D) This uses TWO initial saved radiosity files, one made at the camera's start
position and one made at the end (with different file names, of course!). Those
files can be opened and inspected in POV-ray-- they are just text/data files of
some kind-- then I simply copied-and-pasted the complete contents of the 2nd
file onto the end of the 1st file, which is then re-saved. This 'composite' rad
file is then used for the animation. In effect, the two different files, from
two vantage points, have overlapped and filled in the missing radiosity areas
seen in C). Again, pretrace_start and pretrace_end are both changed to 1.0 for
this final animation. There are still a few small areas that are not filled in
by this trick; they could be left as is-- or a *3rd* camera viewpoint could be
chosen to make a 3rd initial saved file...maybe from a vantage point above the
scene. The end result is smooth radiosity lighting during at least most of the
animation.

The only difficulty I see is when lots of objects move in the scene; perhaps
creating even more initial rad files could improve on that somewhat. But the
only way I can see to create a 'perfect' final rad file in such a case would be
to save a new file for every animation frame, then combine them *all* into one
final file! Not very efficient, of course; and the file would be HUGE.

For the entire time that I've been working with POV-ray, I assumed that a saved
radiosity file was a 'global' light map-- that is, creating a full 3-D map of
all areas of the scene, whether seen by the camera or not. That's not the case--
and I see now that such a map would usually be grossly inefficient and a waste
of RAM, for typical still-image renders which have only one camera viewpoint.
There is usually no need for light patches to 'fill in' the unseen parts of a
scene, such as behind opague objects...but animations could make use of such a
concept, if it was possible.

Here's a thought which I haven't tried yet: For a single saved rad file, I could
make all of the objects in the scene temporarily semi-transparent, so that at
least *some* light patches would be created everywhere in the scene. But at this
stage of my experimenting, I don't yet know how radiosity deals with
semi-transpartent objects.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 24 Nov 2020 19:15:03 GMT</pubDate>
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	<item>
		<title>[Alain Martel] Re: Planetary fly-overs with height-fields [1960 days 22 hours and 35 minutes ago]</title>
		<description>
&lt;pre&gt;Le 2020-11-22 &amp;#195;&amp;#160; 06:02, M&amp;#239;&amp;#191;&amp;#189;tes a
&amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi Yadgar,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the original pictures are all 8-bit greyscale, and to convert them into 16-bit&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; didnt help. I want to ask a co-worker if there are some Gimp-Filters to better&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; them, maybe that helps. At them moment there are only 265 steps in height, hope&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that I can smooth them a littlebit.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Converting an 8-bit image to 16-bits can't help. All it can do is append 
8 zeros as low order bits.
You need some more steps to interpolate smoothly between the original steps.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 22 Nov 2020 16:44:05 GMT</pubDate>
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	<item>
		<title>[] Star Wars - Part 1 [1961 days 3 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;I was experimenting with some height-fields, as I remembered that I downloaded
years earlier some models from Starwars.
So I combined them with a spline and tried to create a small fight between them.

https://www.youtube.com/watch?v=BDE5s72xvms

Yes, of course, there is much to do.
I have to teach the models shoot-n-crash, the terrain isnt very detailed, the
flight-path is very un-smooth, ... and 1000 other things I have to do.

Nevertheless - I love this small sequence :)

May the force be with you,
Martin

ps:
The original models are from D. M. Beattie / 1997
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 22 Nov 2020 11:20:01 GMT</pubDate>
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	</item>
	<item>
		<title>[] Re: Planetary fly-overs with height-fields [1961 days 4 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;Hi Yadgar,

the original pictures are all 8-bit greyscale, and to convert them into 16-bit
didnt help. I want to ask a co-worker if there are some Gimp-Filters to better
them, maybe that helps. At them moment there are only 265 steps in height, hope
that I can smooth them a littlebit.

To get better pics I have to invest many hours of look and search in the
internet, there was no time for this in the past month.

Your movie looks nice, more detailed than mine.
I plan to check out meshes to but didnt start with it.
Do you have a skript as a starting-point for me?

Yes, I am from cologne, you're right.
I have a small personal blog but my website is down at the moment.
Will inform the povray-world when its online again :)

Alaaf,
M&amp;#228;tes
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 22 Nov 2020 11:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: kspiral [1962 days and 19 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

one more &amp;quot;kaleidoscope&amp;quot;, blue-green's the theme.  :-)

&amp;lt;https://drive.google.com/file/d/1x80gko3X6PWZwRt6yj4cDFnnCliBeVYt/view?usp=sharing&amp;gt;

Dick Balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Math is groovy.&lt;/span&gt;

thanks.  (wish I understood what I'm doing..)


enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 21 Nov 2020 15:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: Planetary fly-overs with height-fields [1965 days 2 hours and 15 minutes ago]</title>
		<description>
&lt;pre&gt;Hi(gh)!

On 16.11.20 20:23, M&amp;#228;tes wrote:
 &amp;gt; Hi Povrayer,
 &amp;gt;
 &amp;gt; 2018 I worked with real height-data of planets and tried some 
fly-over with help
 &amp;gt; from Povrays height-fields.
 &amp;gt; Here one of the Moon (Mare Imbrium) and two from Mars (Vallis 
Marineris and
 &amp;gt; Olympus Mons).
 &amp;gt;
 &amp;gt; Videos:
 &amp;gt; https://www.youtube.com/watch?v=dw8pX6D5ky0
 &amp;gt; https://www.youtube.com/watch?v=0CAEoP-xg5U
 &amp;gt; https://www.youtube.com/watch?v=HOXpAtFe2mQ

Nicely done... what vertical resolution did you use - 8 or 16 bit? The 
Olympus Mons flyaround shows some &amp;quot;terraced&amp;quot; terrain usually seen with 
8-bit grayscale heightfields...
 &amp;gt; Playlist:
 &amp;gt; https://www.youtube.com/playlist?list=PLyqRFFB9kitzKn_a_-PQa-DMO24SXNE-Z
 &amp;gt;
 &amp;gt; The DEM and the visual maps I downlaoded from the former NASA-Site 
Map-A-Planet
 &amp;gt; (version 1).
 &amp;gt; The resolution isnt the best, due to the former download-limit of 
Map-A-Planet.
 &amp;gt; Also there is some flickering in the movies, partially by switched-off
 &amp;gt; anti-aliasing.

Meanwhile, there should be higher-quality data downloadable... if only 
NASA servers would not be so chaotically structured!

I myself plan to do planetary flyovers with spherical &amp;quot;heightfields&amp;quot;, i. 
e. mesh2 reliefs wrapped around a sphere, like this:

https://www.youtube.com/watch?v=PKxHFAlz2Ns&amp;amp;pbjreload=101

Your nickname indicates that you're from Cologne - or at least the 
bordering Ripuarian-speaking regions... am I right?

See you in Khyberspace!

Yadgar
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 18 Nov 2020 13:03:18 GMT</pubDate>
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	</item>
	<item>
		<title>[] Planetary fly-overs with height-fields [1966 days 19 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;Hi Povrayer,

2018 I worked with real height-data of planets and tried some fly-over with help
from Povrays height-fields.
Here one of the Moon (Mare Imbrium) and two from Mars (Vallis Marineris and
Olympus Mons).

Videos:
https://www.youtube.com/watch?v=dw8pX6D5ky0
https://www.youtube.com/watch?v=0CAEoP-xg5U
https://www.youtube.com/watch?v=HOXpAtFe2mQ

Playlist:
https://www.youtube.com/playlist?list=PLyqRFFB9kitzKn_a_-PQa-DMO24SXNE-Z

The DEM and the visual maps I downlaoded from the former NASA-Site Map-A-Planet
(version 1).
The resolution isnt the best, due to the former download-limit of Map-A-Planet.
Also there is some flickering in the movies, partially by switched-off
anti-aliasing.

The elevation is exaggerated by a factor 1.5 to 2, I dont know the exact values.

But a nice try I think, I would love to get additional and more detailed maps to
play with.
Unfortunately NASA shuts down the old site and replaced it by a much more
complicated one.

By the way:
This is the sub-board to present movies, right? Or the other animation
sub-board?
Its my 2nd post here, thats why I ask.

Ciao,
M&amp;#228;tes
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 16 Nov 2020 19:25:07 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: kspiral [1967 days 4 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I made an animation ...&lt;/span&gt;

made another, more &amp;quot;traditional&amp;quot;, kaleidoscope animation.  winter colours.  :-)

it's around 235M, so I've included a zip with the necessary files.  to view:
&amp;lt;https://drive.google.com/file/d/11MbupFweiXcic-FcU6sbFvc0YNQ7htDa/view?usp=sharing&amp;gt;


enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 16 Nov 2020 11:15:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Re: kspiral [1968 days 11 hours and 5 minutes ago]</title>
		<description>
&lt;pre&gt;Am 11/12/20 7:34 PM, also sprach jr:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;

Math is groovy.

-- 
dik
Rendered 50,081,587,200 of 50,081,587,200 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 15 Nov 2020 04:13:40 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: kspiral [1969 days 5 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

Alain Martel &amp;lt;kua###&amp;nbsp;[at]&amp;nbsp;videotron&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;ca&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Le 2020-11-12 &amp;#224; 19:34, jr a &amp;#233;crit&amp;#160;:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I made an animation ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Cool. Very Zen.&lt;/span&gt;

thanks/merci bien.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 14 Nov 2020 09:45:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Alain Martel] Re: kspiral [1970 days 14 hours and 18 minutes ago]</title>
		<description>
&lt;pre&gt;Le 2020-11-12 &amp;#224; 19:34, jr a &amp;#233;crit&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I made an animation &amp;quot;marrying&amp;quot; a spiral shape (derived from Ive's &amp;quot;Golden Ratio&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; code) with a kaleidoscope (based on code found on Mark Newbold's dogfeathers.com&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; site), and got lucky.  put on loop.  ;-)  too large to post here, alas.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://drive.google.com/file/d/1dZw-HrERaKuRDjyBQbc14fXDYCNAW14j/view?usp=sharing&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; enjoy, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Cool. Very Zen.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 13 Nov 2020 01:00:32 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] kspiral [1970 days 14 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

I made an animation &amp;quot;marrying&amp;quot; a spiral shape (derived from Ive's &amp;quot;Golden Ratio&amp;quot;
code) with a kaleidoscope (based on code found on Mark Newbold's dogfeathers.com
site), and got lucky.  put on loop.  ;-)  too large to post here, alas.

&amp;lt;https://drive.google.com/file/d/1dZw-HrERaKuRDjyBQbc14fXDYCNAW14j/view?usp=sharing&amp;gt;

enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 13 Nov 2020 00:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] POTUS [1986 days 16 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

another topical wordplay, for fun.  quality so so, but got it down to about 3M.


enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 27 Oct 2020 22:45:03 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Planet animation [2054 days 4 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;On 8/20/20 7:46 PM, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 360 frames, 24x24 tiles for each face of the QuadSphere.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Development version:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; light source indicators, tile numbers, test tile textures, floating image_map,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; etc.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hoping to make some more meaningful progress soon.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Questions, comments, constructive criticism welcome as always.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Cool. Looking good.
Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 21 Aug 2020 11:14:44 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Planet animation [2054 days 15 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;360 frames, 24x24 tiles for each face of the QuadSphere.
Development version:
light source indicators, tile numbers, test tile textures, floating image_map,
etc.

Hoping to make some more meaningful progress soon.

Questions, comments, constructive criticism welcome as always.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 20 Aug 2020 23:50:01 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.5f3f0b621ce27e4c1f9dae300%40news.povray.org%3E/#%3Cweb.5f3f0b621ce27e4c1f9dae300%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Leroy] Re: ttbo-bsAniPic [2058 days 21 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 5/20/20 11:29 PM, Dick Balaska wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; This is something I've wanted to show off for awhile. I just realized I&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; now have the technology thanks to OBS Studio.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; This is my tool to view the individual frames of an animation I'm&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; working on.&amp;#194;&amp;#160; What sets bsAniPic apart is its ability to display the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; POV-Ray debug text along with the image.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; http://www.buckosoft.com/tteoac/video/testRenders/ttbo-bsAniPic-2020-05-20.mp4&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Really neat! And I was not aware of Open Broadcaster Software. Available&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; in 55 languages...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bill P.&lt;/span&gt;

 I wasn't either. I'll have to check it out!

Have Fun!
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 16 Aug 2020 17:50:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: Simple Wrapped Text [2058 days 21 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Dave Blandston&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hey there,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This has been done before (more than 20 years ago!)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=CGlj0FKLPhw&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Kind regards,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Dave Blandston&lt;/span&gt;

 Beautiful!

Have Fun!
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 16 Aug 2020 17:40:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.5f396e4fc8be72f11420b9440%40news.povray.org%3E/#%3Cweb.5f396e4fc8be72f11420b9440%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Dave Blandston] Re: GIF tool comparison [2086 days 8 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;Hi there, I know this thread is over a year old but I recently needed to make an
animated .GIF. I also did some comparisons and found a combination of tools that
produced excellent results. Here's what I did:

1. Use IrfanView to reduce the images to 256 colors (no dithering, check the
&amp;quot;Use best color quality&amp;quot; box)

2. Use Photoshop to create the animated .GIF.

Using Photoshop to reduce the bit depth of the images produced surprisingly poor
results. I also tried Paint.net. On-line .GIF making utilities were even worse.
My final product is attached for comparison.

IrfanView is also a great tool to compare animated .GIFs because it can play
them magnified.

Mike, if you don't have Photoshop and you'd like to give it a try let me know
and I'll make the .GIF for you.

Have a great day!

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 20 Jul 2020 07:10:02 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Simple Wrapped Text [2086 days 16 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;Hey there,

This has been done before (more than 20 years ago!)

https://www.youtube.com/watch?v=CGlj0FKLPhw

Kind regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Jul 2020 22:25:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5f14c75a8786fabf79416a1f0%40news.povray.org%3E/#%3Cweb.5f14c75a8786fabf79416a1f0%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.5f14c75a8786fabf79416a1f0%40news.povray.org%3E/#%3Cweb.5f14c75a8786fabf79416a1f0%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Dave Blandston] Re: My first Povray animation [2086 days 16 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;Very impressive - lots of great special effects!
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Jul 2020 22:20:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5f14c679f34caa7479416a1f0%40news.povray.org%3E/#%3Cweb.5f14c679f34caa7479416a1f0%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.5f14c679f34caa7479416a1f0%40news.povray.org%3E/#%3Cweb.5f14c679f34caa7479416a1f0%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Dave Blandston] Re: ttbo-bsAniPic [2086 days 17 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;Incredible!
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Jul 2020 22:10:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5f14c48993a5dbb479416a1f0%40news.povray.org%3E/#%3Cweb.5f14c48993a5dbb479416a1f0%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.5f14c48993a5dbb479416a1f0%40news.povray.org%3E/#%3Cweb.5f14c48993a5dbb479416a1f0%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Bald Eagle] Re: le Weekend [2142 days 18 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And what has this all to do with raytracing and 3D modeling? POVEarth,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; as it develops in the coming decades, surely will also provide a solid&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; geographic background for the virtual rebirth of the hippie trail! Even&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; more so as I plan to model the whole thing also in X3D... this would be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; real-time interactive!&lt;/span&gt;


[Unity] Procedural Planets (E01 the sphere)
https://www.youtube.com/watch?v=QN39W020LqU
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 24 May 2020 20:50:09 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.5ecadd3ca4da2707fb0b41570%40news.povray.org%3E/#%3Cweb.5ecadd3ca4da2707fb0b41570%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: le Weekend [2144 days 14 hours and 33 minutes ago]</title>
		<description>
&lt;pre&gt;Hi(gh)!

On 19.05.20 08:27, Thomas de Groot wrote:

 &amp;gt;
 &amp;gt; https://en.wikipedia.org/wiki/Hippie_trail ;-)
 &amp;gt;

It all started in 1957 with the Indiaman buses - see 
http://www.indiaman.101answers.com/ - even before Afghanistan officially 
opened its borders for tourists, which was only in 1959! Interestingly, 
otherwise than the &amp;quot;classic&amp;quot; hippie trail, the (initial) route of the 
Indiaman, left out Kurdistan, but instead fully ran though the Near East 
including Jerusalem (which after the Six Days War of 1967 probably was 
no longer feasible)... and they entered Afghanistan not, like 60s/70s 
hippies mostly did, via Islam Qal'a to Herat, but from Quetta via Spin 
Boldak to Kandahar! Back then, the Kandahar-Kabul road was not even 
metalled...

And what has this all to do with raytracing and 3D modeling? POVEarth, 
as it develops in the coming decades, surely will also provide a solid 
geographic background for the virtual rebirth of the hippie trail! Even 
more so as I plan to model the whole thing also in X3D... this would be 
real-time interactive!

See you in Khyberspace!

Yadgar
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 23 May 2020 00:46:03 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: ttbo-bsAniPic [2146 days 3 hours and 2 minutes ago]</title>
		<description>
&lt;pre&gt;On 5/20/20 11:29 PM, Dick Balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is something I've wanted to show off for awhile. I just realized I &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; now have the technology thanks to OBS Studio.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is my tool to view the individual frames of an animation I'm &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; working on.&amp;#194;&amp;#160; What sets bsAniPic apart is its ability to display the &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; POV-Ray debug text along with the image.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/tteoac/video/testRenders/ttbo-bsAniPic-2020-05-20.mp4 &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Really neat! And I was not aware of Open Broadcaster Software. Available 
in 55 languages...

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 21 May 2020 12:16:38 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] ttbo-bsAniPic [2146 days 11 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;This is something I've wanted to show off for awhile. I just realized I 
now have the technology thanks to OBS Studio.

This is my tool to view the individual frames of an animation I'm 
working on.  What sets bsAniPic apart is its ability to display the 
POV-Ray debug text along with the image.


http://www.buckosoft.com/tteoac/video/testRenders/ttbo-bsAniPic-2020-05-20.mp4

-- 
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 21 May 2020 03:29:38 GMT</pubDate>
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	</item>
	<item>
		<title>[BayashiPascal] Re: My first Povray animation [2147 days 7 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;For a first work it's impressive. I wish &amp;quot;The end&amp;quot; won't be the end at all and
can't wait for the next one. :-)

Pascal



&amp;quot;Thomas&amp;quot; &amp;lt;now###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi, here the link to the result of my first work using Povray. Maybe it's too&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; long (10 minutes, including the credits)...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/hUvGUomvYiY&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It took quite a long time for programming and rendering, but I've learned a lot&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and there a some new ideas already.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Greetings, Thomas&lt;/span&gt;
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 20 May 2020 07:35:01 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.5ec4dd19f34caa74bf64454a0%40news.povray.org%3E/#%3Cweb.5ec4dd19f34caa74bf64454a0%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Thomas] Outtake scene from my first video [2148 days and 34 minutes ago]</title>
		<description>
&lt;pre&gt;Hi again,
the wrong place for that (?). Anyway, here an image and the code of an outtake I
didn't use. Easy to setup an animation...

Instead of the pendulum in the beginning, I thought about a nixie-clock. I
decided not to use that and I never will for future work. Maybe it's useful for
somebody, so here it is (code and image attached).

The source of the nixie tube I found somewhere, but don't remember where. It was
available as an STL model only, I converted that with freecad into the Povray
format. As far as I know, the STL model is free for non-commercial usage.

Regards, Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 19 May 2020 14:45:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5ec3f04cdbdf1b097e3efee70%40news.povray.org%3E/#%3Cweb.5ec3f04cdbdf1b097e3efee70%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.5ec3f04cdbdf1b097e3efee70%40news.povray.org%3E/#%3Cweb.5ec3f04cdbdf1b097e3efee70%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[jr] Re: le Weekend [2148 days 5 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

Thomas de Groot &amp;lt;tho###&amp;nbsp;[at]&amp;nbsp;degroot&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Op 18/05/2020 om 21:49 schreef jr:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Yadgar wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; ...waiting for the bus to Kabul!&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Berlin to Kabul, five or six weeks overland by bus.  (guessing the cost was&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; little more than the petrol money)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://en.wikipedia.org/wiki/Hippie_trail ;-)&lt;/span&gt;

thanks, had not thought of/remembered that phrase.  (imo, Wikipedia is one of
very few examples of the interweb not having gone wrong)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 19 May 2020 09:20:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: le Weekend [2148 days 8 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;Op 18/05/2020 om 21:49 schreef jr:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yadgar wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; High!&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 16.05.20 00:47, jr wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; weekend lockdown &amp;quot;advice&amp;quot;.  :-)   (loop)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Kiff...kiff...kiff...kiff...kiff...kiff...kiff...kiff...kiff...kiff...kiff...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; ...waiting for the bus to Kabul!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; in the late 70s, in West-Berlin, there was (still) talk of just such a service.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Berlin to Kabul, five or six weeks overland by bus.  (guessing the cost was&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; little more than the petrol money)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;


https://en.wikipedia.org/wiki/Hippie_trail ;-)

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 19 May 2020 06:27:47 GMT</pubDate>
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	<item>
		<title>[jr] Re: le Weekend [2148 days 19 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

Yadgar wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; High!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 16.05.20 00:47, jr wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; weekend lockdown &amp;quot;advice&amp;quot;.  :-)   (loop)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Kiff...kiff...kiff...kiff...kiff...kiff...kiff...kiff...kiff...kiff...kiff...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...waiting for the bus to Kabul!&lt;/span&gt;

:-)

in the late 70s, in West-Berlin, there was (still) talk of just such a service.
Berlin to Kabul, five or six weeks overland by bus.  (guessing the cost was
little more than the petrol money)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 18 May 2020 19:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: le Weekend [2148 days 21 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;Hi(gh)!

On 17.05.20 09:38, jr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 5/15/20 6:47 PM, jr wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; weekend lockdown &amp;quot;advice&amp;quot;.  :-)   (loop)&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Cool. :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; thanks.  fyi, the scene code crashes (&amp;quot;segfault&amp;quot;) alpha.10064268 on one machine,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but not on another; the only difference being, afaict, the optimisation flags&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; provided in the package build scripts.  using &amp;quot;-march=core2&amp;quot; works (gcc 4.8.2),&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; using &amp;quot;-march=haswell&amp;quot; crashes (gcc 5.5.0).  :-)&lt;/span&gt;

POVing under the influence? I'm not so sure...

See you in Khyberspace!

Yadgar
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 18 May 2020 18:02:54 GMT</pubDate>
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	</item>
	<item>
		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: le Weekend [2148 days 21 hours and 18 minutes ago]</title>
		<description>
&lt;pre&gt;High!

On 16.05.20 00:47, jr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; weekend lockdown &amp;quot;advice&amp;quot;.  :-)   (loop)&lt;/span&gt;

Kiff...kiff...kiff...kiff...kiff...kiff...kiff...kiff...kiff...kiff...kiff...

...waiting for the bus to Kabul!

See you in Khyberspace!

Yadgar
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 18 May 2020 18:00:39 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: My first Povray animation [2149 days 8 hours and 45 minutes ago]</title>
		<description>
&lt;pre&gt;Op 17/05/2020 om 11:45 schreef Thomas:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi, here the link to the result of my first work using Povray. Maybe it's too&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; long (10 minutes, including the credits)...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/hUvGUomvYiY&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It took quite a long time for programming and rendering, but I've learned a lot&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and there a some new ideas already.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Greetings, Thomas&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Very well done, especially as a first work. I am truly impressed indeed.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 18 May 2020 06:33:30 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas] Re: My first Povray animation [2149 days 22 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Thomas&amp;quot; &amp;lt;now###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Hi, here the link to the result of my first work using Povray. Maybe it's too&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; long (10 minutes, including the credits)...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; https://youtu.be/hUvGUomvYiY&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; It took quite a long time for programming and rendering, but I've learned a lot&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; and there a some new ideas already.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Greetings, Thomas&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; labour of love, nice.  shades of &amp;quot;2001&amp;quot;.  :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;

Thanks! Yes, 2001 - see the credits...

regards, Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 17 May 2020 17:15:02 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas] Re: My first Povray animation [2149 days 22 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Thomas&amp;quot; &amp;lt;now###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Hi, here the link to the result of my first work using Povray. Maybe it's too&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; long (10 minutes, including the credits)...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Greetings, Thomas&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; :O&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Buddy - if _that_ is your first animation, then I can hardly wait to see the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; second.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I saw (or imagined ;) ) influence and inspiration from Clarke &amp;amp; Kubrick, the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; team of Jos Leys, &amp;#201;tienne Ghys, and Aur&amp;#233;lien Alvarez, James Gleick, Lucas,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Tolkien, and the work of many POV-Ray users over the years.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I now know about &amp;quot;Arrival&amp;quot; and will have to watch it.   Thanks for that   :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Excellent work.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Welcome.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Looking forward to --- More.  ;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - Bill&lt;/span&gt;

Yes, that is really the first one...

It took me a year or so, with a lot of retries and plenty of scenes not used. Of
course I started with examples from Povray users, first I had to figure out how
that works. Later, the manual was more helpful than examples, and for some
problems I wasn't able to solve in Povray, I used the Pre_Frame_Command with
other software (R and python). The liquid simulation was completely offline, but
as Paraview has an option to create Povray code, the integration into a scene
file was not so hard.

You are right, Clarke and Kubrick are mentioned in the credits section...

Maybe that R2D2 will have an appearance in the next video, but a realistic model
will take some time.

Thanks! More will come, but don't ask me when...

regards, Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 17 May 2020 17:15:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Mr] Re: My first Povray animation [2150 days and 44 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Thomas&amp;quot; &amp;lt;now###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi, here the link to the result of my first work using Povray. Maybe it's too&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; long (10 minutes, including the credits)...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/hUvGUomvYiY&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It took quite a long time for programming and rendering, but I've learned a lot&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and there a some new ideas already.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Greetings, Thomas&lt;/span&gt;

That's an encouraging start!
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 17 May 2020 14:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: My first Povray animation [2150 days 2 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Thomas&amp;quot; &amp;lt;now###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi, here the link to the result of my first work using Povray. Maybe it's too&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; long (10 minutes, including the credits)...&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Greetings, Thomas&lt;/span&gt;

:O

Buddy - if _that_ is your first animation, then I can hardly wait to see the
second.

I saw (or imagined ;) ) influence and inspiration from Clarke &amp;amp; Kubrick, the
team of Jos Leys, &amp;#201;tienne Ghys, and Aur&amp;#233;lien Alvarez, James Gleick, Lucas,
Tolkien, and the work of many POV-Ray users over the years.

I now know about &amp;quot;Arrival&amp;quot; and will have to watch it.   Thanks for that   :)

Excellent work.
Welcome.
Looking forward to --- More.  ;)


- Bill
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 17 May 2020 12:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: My first Povray animation [2150 days 4 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Thomas&amp;quot; &amp;lt;now###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi, here the link to the result of my first work using Povray. Maybe it's too&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; long (10 minutes, including the credits)...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/hUvGUomvYiY&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It took quite a long time for programming and rendering, but I've learned a lot&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and there a some new ideas already.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Greetings, Thomas&lt;/span&gt;

labour of love, nice.  shades of &amp;quot;2001&amp;quot;.  :-)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 17 May 2020 10:35:01 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: le Weekend [2150 days 4 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In short, wondering if the hard coded architecture the problem?&lt;/span&gt;

very likely, although, as often, it's unclear whether &amp;quot;the fault&amp;quot; lies with the
compiler or the source.  guessing that some code (in spline, or text object) is
vulnerable wrt optimisation(s).  I will rebuild the alpha with 'core2' options,
sometime in the next few days; I expect the scene code will work then.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 17 May 2020 10:35:01 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5ec112d6a4da2707a1c5a5c60%40news.povray.org%3E/#%3Cweb.5ec112d6a4da2707a1c5a5c60%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Thomas] My first Povray animation [2150 days 5 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;Hi, here the link to the result of my first work using Povray. Maybe it's too
long (10 minutes, including the credits)...

https://youtu.be/hUvGUomvYiY

It took quite a long time for programming and rendering, but I've learned a lot
and there a some new ideas already.

Greetings, Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 17 May 2020 09:50:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5ec107ad9d120887fe4a5e20%40news.povray.org%3E/#%3Cweb.5ec107ad9d120887fe4a5e20%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.5ec107ad9d120887fe4a5e20%40news.povray.org%3E/#%3Cweb.5ec107ad9d120887fe4a5e20%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[William F Pokorny] Re: le Weekend [2150 days 5 hours and 48 minutes ago]</title>
		<description>
&lt;pre&gt;On 5/17/20 4:43 AM, jr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 5/17/20 3:38 AM, jr wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; fyi, the scene code crashes (&amp;quot;segfault&amp;quot;) alpha.10064268 on one machine,&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; but not on another; ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; IIRC, the build scripts end up with -march=native by default. Are you&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; offering us the compilers 'native' translation or did you specify those&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; architectures specifically on the two machines?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; explicit spec.  Slackware package build scripts have a variable used to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; set/append CFLAGS etc, I used the 'haswell' in both '-march' and '-mtune'.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

OK. This leads me to wonder what more, or less, these spawn than 
'native' given the compilers should do the right things with native for 
an optimized compile on the local machine.

In short, wondering if the hard coded architecture the problem?

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 17 May 2020 09:30:31 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: le Weekend [2150 days 6 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 5/17/20 3:38 AM, jr wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; fyi, the scene code crashes (&amp;quot;segfault&amp;quot;) alpha.10064268 on one machine,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; but not on another; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; IIRC, the build scripts end up with -march=native by default. Are you&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; offering us the compilers 'native' translation or did you specify those&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; architectures specifically on the two machines?&lt;/span&gt;

explicit spec.  Slackware package build scripts have a variable used to
set/append CFLAGS etc, I used the 'haswell' in both '-march' and '-mtune'.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 17 May 2020 08:45:01 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: le Weekend [2150 days 7 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;On 5/17/20 3:38 AM, jr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 5/15/20 6:47 PM, jr wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; weekend lockdown &amp;quot;advice&amp;quot;.  :-)   (loop)&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Cool. :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; thanks.  fyi, the scene code crashes (&amp;quot;segfault&amp;quot;) alpha.10064268 on one machine,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but not on another; the only difference being, afaict, the optimisation flags&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; provided in the package build scripts.  using &amp;quot;-march=core2&amp;quot; works (gcc 4.8.2),&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; using &amp;quot;-march=haswell&amp;quot; crashes (gcc 5.5.0).  :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

IIRC, the build scripts end up with -march=native by default. Are you 
offering us the compilers 'native' translation or did you specify those 
architectures specifically on the two machines?

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 17 May 2020 08:09:21 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: le Weekend [2150 days 7 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 5/15/20 6:47 PM, jr wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; weekend lockdown &amp;quot;advice&amp;quot;.  :-)   (loop)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Cool. :-)&lt;/span&gt;

thanks.  fyi, the scene code crashes (&amp;quot;segfault&amp;quot;) alpha.10064268 on one machine,
but not on another; the only difference being, afaict, the optimisation flags
provided in the package build scripts.  using &amp;quot;-march=core2&amp;quot; works (gcc 4.8.2),
using &amp;quot;-march=haswell&amp;quot; crashes (gcc 5.5.0).  :-)



Dick Balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have to wait until the weekend?&lt;/span&gt;

_you_ will have to wait 'til Wednesday!  :-)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 17 May 2020 07:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Re: le Weekend [2150 days 21 hours and 53 minutes ago]</title>
		<description>
&lt;pre&gt;Am 5/15/20 6:47 PM, also sprach jr:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; weekend lockdown &amp;quot;advice&amp;quot;.  :-)   (loop)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; enjoy, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I have to wait until the weekend?

-- 
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 16 May 2020 17:25:34 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: le Weekend [2151 days 1 hour and 9 minutes ago]</title>
		<description>
&lt;pre&gt;On 5/15/20 6:47 PM, jr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; weekend lockdown &amp;quot;advice&amp;quot;.  :-)   (loop)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; enjoy, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Cool. :-)

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 16 May 2020 14:09:54 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] le Weekend [2151 days 16 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

weekend lockdown &amp;quot;advice&amp;quot;.  :-)   (loop)


enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 15 May 2020 22:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: SARS-CoV-2 [2210 days 22 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

Thomas de Groot &amp;lt;tho###&amp;nbsp;[at]&amp;nbsp;degroot&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Op 16/03/2020 om 23:16 schreef jr:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; topical wordplay.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; LOL! ...&lt;/span&gt;

perfect  :-)  thanks.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 17 Mar 2020 16:25:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: SARS-CoV-2 [2211 days 7 hours and 50 minutes ago]</title>
		<description>
&lt;pre&gt;Op 16/03/2020 om 23:16 schreef jr:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; topical wordplay.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; enjoy, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; NB. much (most!) credit goes to Bald Eagle, for supplying elegant maths and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hands-on help resolving &amp;quot;issues&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

LOL! Now to make them autophagous and all our troubles are gone. ;-)

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 17 Mar 2020 07:28:55 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] SARS-CoV-2 [2211 days 16 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

topical wordplay.


enjoy, jr.


NB. much (most!) credit goes to Bald Eagle, for supplying elegant maths and
hands-on help resolving &amp;quot;issues&amp;quot;.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 16 Mar 2020 22:20:02 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Re: Absolutely relative woes [2232 days 11 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;Am 2/24/20 5:05 PM, also sprach Dick Balaska:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I see a matrix multiplication difference (there are two different &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; multiplies and I used one).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I can't believe I never saw this before.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

This was cool.  I set a breakpoint in my SDL debugger just before the 
vrotate.  Once that hit, I set a breakpoint in the POV-Ray c++.
I then stepped through the vrotate while at the same time stepping 
through my library.  Lo, I got the exact same results.

I'm in agony.

When I first saw this phenomenon, I said &amp;quot;interesting, the vector looks 
correct, just the wrong length.  But I'm not doing any vlength work so 
that's just a coincidence.&amp;quot;  Wrong!  I scaled the Tugboat by 0.7 so he'd 
fit in the tub better.  I need a drink.


-- 
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 25 Feb 2020 03:44:49 GMT</pubDate>
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	<item>
		<title>[Dick Balaska] Re: Absolutely relative woes [2232 days 17 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;Am 2/23/20 10:16 PM, also sprach Bald Eagle:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Dick Balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I don't know what I'm doing wrong.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I can't really see it either, but maybe just do a simple scene with spheres &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and see if anything jumps out.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Ugh.  What jumps out is ... I told a half truth.  When I perform the 
calcs in actual SDL it works as expected.  When I do it in my c++ 
library, that I ported from my Java library, that I ripped from the 
POV-Ray source (core/math/matrix.cpp), that I've used for years, I get 
the wrong answer.

Comparing the logic flow of my
void Vector::rotateDegrees(const Vector&amp;amp; rot){}
with POV-Ray's
void Compute_Rotation_Transform (TRANSFORM *transform, const Vector3d&amp;amp; 
vector)

I see a matrix multiplication difference (there are two different 
multiplies and I used one).

I can't believe I never saw this before.

-- 
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 24 Feb 2020 22:05:07 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Absolutely relative woes [2233 days 11 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;Dick Balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I don't know what I'm doing wrong.&lt;/span&gt;

I can't really see it either, but maybe just do a simple scene with spheres and
a for loop tracing out the rotation.

compare it to things like

CrewOnBoatVec=vrotate(TugVec-CrewVec, y*-TugRot.y)
                      ^^^^^^^^^^^^^^

and see if anything jumps out.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 24 Feb 2020 03:20:00 GMT</pubDate>
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	<item>
		<title>[Dick Balaska] Absolutely relative woes [2233 days 14 hours and 8 minutes ago]</title>
		<description>
&lt;pre&gt;This has me stumped.  In these two images, I would expect the greenish 
crewman in the water to be in the exact same position.
ttbo1392 crewman is an absolute vector
ttbo1393 crewman is relative to tugboat.

The scenario is, crewman is drifting in the bathtub and gets rescued by 
the Tug.  So his vector starts out absolute and the moment the rescue 
starts, he becomes part of the tugboat object.

TugVec =&amp;lt;700.50, 144.50, 215.50&amp;gt; Rot=&amp;lt;4.04, 155.00, 1.73&amp;gt;
CrewVec=&amp;lt;697.50, 143.92, 217.00&amp;gt;

So, CrewOnBoatVec=vrotate(CrewVec-TugVec, y*-TugRot.y)

which gives me
CrewOnBoatVec=&amp;lt;2.08, 0.00, -2.63&amp;gt;
close, but no cigar.
Ignore the y component. That gets handled special. It's the x,z that's 
the issue.

If I unwind it,
vrotate(CrewOnBoatVec, y*TugRot.y)+TugVec
I get back the original absolute CrewVec, but that just verifies the 
math works, but it's still wrong.

I don't know what I'm doing wrong.
-- 
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 24 Feb 2020 01:10:18 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: mandelbulb [2279 days 2 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; on Dec 5th Chris Thomasson posted some code in comp.lang.c to render a set of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; images forming an &amp;quot;Experimental Power Stack Mandelbulb&amp;quot;.  ...&lt;/span&gt;

also posted a strangely beguiling animation of (related) code:
&amp;lt;https://www.youtube.com/watch?v=XpbPzrSXOgk&amp;gt;


enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 9 Jan 2020 13:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: mandelbulb [2302 days 13 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

Dick Balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 12/16/19 7:54 PM, also sprach jr:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;    ppmtogif -nolzw ct_anime_$(printf %03d $i).ppm |&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;    giftopnm |&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;    pnmtopng &amp;gt; frm_$(printf %03d $i).png;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Why do you convert to gif first?  pnmtopng will read any of the netpbm&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; formats.&lt;/span&gt;

heh, ignorance?  made me read the man page again, to be fair, it does say &amp;quot;reads
a portable pixmap&amp;quot; in the first sentence. :-)  and, re-reading, I see there's an
option to include a text chunk.  thanks!


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 17 Dec 2019 01:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Re: mandelbulb [2302 days 13 hours and 48 minutes ago]</title>
		<description>
&lt;pre&gt;Am 12/16/19 7:54 PM, also sprach jr:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; # mkdf3-sh&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; for i in $(seq 0 255)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; do&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    ppmtogif -nolzw ct_anime_$(printf %03d $i).ppm |&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    giftopnm |&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    pnmtopng &amp;gt; frm_$(printf %03d $i).png;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    sync&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; done&lt;/span&gt;

Why do you convert to gif first?  pnmtopng will read any of the netpbm 
formats.


-- 
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 17 Dec 2019 01:31:01 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: mandelbulb [2302 days 14 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; can post the code used if you want to take a gander.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Is it like an adjustable mandelbulb thing where the result can be animated, or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; does it just make a single DF3?&lt;/span&gt;

a c program which outputs 256 frames/images.

there's not much by way of parameters, &amp;lt;x,y,z&amp;gt; dims and iteration count, I've
attached a source which is formatted (and slightly modified from the original),
compile with:

  $ cc -std=c99 ct.c -lm

the author recommends doubling the resolution.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I can take a look at the DF3, and maybe&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; someone can suggest a texture / uv map to use.&lt;/span&gt;

the df3 is 256^3, build your own?!  :-)

fwiw, this is the BASH to do it:

# mkdf3-sh
for i in $(seq 0 255)
do
  ppmtogif -nolzw ct_anime_$(printf %03d $i).ppm |
  giftopnm |
  pnmtopng &amp;gt; frm_$(printf %03d $i).png;
  sync
done

df3util create 256,256,256 1 ctdata  &amp;amp;&amp;amp; sync

for i in $(seq 0 255)
do
  df3util -w import ctdata y:$i frm_$(printf %03d $i).png
done


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I would imagine a proximity&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; pattern would be the closest to what people do with raymarching / signed&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; distance functions.&lt;/span&gt;

I'd be interested in the program writing more than just a single value
(&amp;quot;colour&amp;quot;), but haven't the maths to divine where to .. interfere.



&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It looks like the bad guy in a cheesy action movie.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Pink Ranger, I am your father!&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dik&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)&lt;/span&gt;

&amp;lt;/grin&amp;gt;  (although the reference is straight over my head)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 17 Dec 2019 01:00:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Re: mandelbulb [2302 days 15 hours and 17 minutes ago]</title>
		<description>
&lt;pre&gt;Am 12/16/19 9:55 AM, also sprach jr:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; on Dec 5th Chris Thomasson posted some code in comp.lang.c to render a set of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; images forming an &amp;quot;Experimental Power Stack Mandelbulb&amp;quot;.  converted and imported&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; those into a df3, and rendered a view revolving around Y.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; enjoy, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

It looks like the bad guy in a cheesy action movie.

&amp;quot;Pink Ranger, I am your father!&amp;quot;


-- 
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 17 Dec 2019 00:01:16 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: mandelbulb [2302 days 15 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; can post the code used if you want to take a gander.&lt;/span&gt;

Is it like an adjustable mandelbulb thing where the result can be animated, or
does it just make a single DF3?   I can take a look at the DF3, and maybe
someone can suggest a texture / uv map to use.   I would imagine a proximity
pattern would be the closest to what people do with raymarching / signed
distance functions.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 16 Dec 2019 23:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: mandelbulb [2302 days 19 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; converted and imported those into a df3,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'll bet that would look cool as an isosurface&lt;/span&gt;

can post the code used if you want to take a gander.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 16 Dec 2019 20:00:07 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: mandelbulb [2302 days 20 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC1&quot;&gt;&amp;gt; converted and imported those into a df3,&lt;/span&gt;

I'll bet that would look cool as an isosurface
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 16 Dec 2019 18:30:01 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] mandelbulb [2303 days and 19 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

on Dec 5th Chris Thomasson posted some code in comp.lang.c to render a set of
images forming an &amp;quot;Experimental Power Stack Mandelbulb&amp;quot;.  converted and imported
those into a df3, and rendered a view revolving around Y.


enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 16 Dec 2019 15:00:02 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: sink+flip [2340 days 3 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

Dick Balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Did you post this before?  It looks very familiar.&lt;/span&gt;

no, don't think so.  you saw an earlier version in an email exchange (where you
advocated zooming out + displaying .. patterns on the flaps' reverse).


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 9 Nov 2019 12:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Re: sink+flip [2340 days 12 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;On 11/8/19 6:02 PM, jr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a while ago I made a simple animation which, imo, works well with music.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Norbert Kern's cool image (posted today) brought it back to mind.  posting a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; link since it's a little over 7M.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://drive.google.com/file/d/1T_7HsUYTCwiwitbc_yNMr3aXJvcqYnA2/view?usp=sharing&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; enjoy, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Did you post this before?  It looks very familiar.

-- 
dik
Rendered 22,859,366,400 of 40,928,716,800 pixels (55%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 9 Nov 2019 02:54:17 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] sink+flip [2340 days 16 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

a while ago I made a simple animation which, imo, works well with music.
Norbert Kern's cool image (posted today) brought it back to mind.  posting a
link since it's a little over 7M.

&amp;lt;https://drive.google.com/file/d/1T_7HsUYTCwiwitbc_yNMr3aXJvcqYnA2/view?usp=sharing&amp;gt;


enjoy, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 8 Nov 2019 23:05:01 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: ttso2393/cute [2353 days and 14 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

Dick Balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 10/26/19 4:36 PM, jr wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; blame the posting of this mp4 on the silhouette of DB's 'ttso2393', plus his use&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; of the word &amp;quot;cute&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This actually makes me nauseated.&lt;/span&gt;

oh dear, dire.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I think it is because the blurriness&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; timing is different between the top and bottom halves.&lt;/span&gt;

if that is your main .. issue with the anim, and if you have a VR browser
installed, I can post a VRML equivalent.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Oct 2019 15:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Re: ttso2393/cute [2353 days 3 hours and 20 minutes ago]</title>
		<description>
&lt;pre&gt;On 10/26/19 4:36 PM, jr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; blame the posting of this mp4 on the silhouette of DB's 'ttso2393', plus his use&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of the word &amp;quot;cute&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

This actually makes me nauseated.  I think it is because the blurriness 
timing is different between the top and bottom halves.

-- 
dik
Rendered 18,243,532,800 of 40,928,716,800 pixels (40%)
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 27 Oct 2019 11:58:28 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] ttso2393/cute [2353 days 18 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;hi,


blame the posting of this mp4 on the silhouette of DB's 'ttso2393', plus his use
of the word &amp;quot;cute&amp;quot;.

:-)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 26 Oct 2019 20:40:07 GMT</pubDate>
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	</item>
	<item>
		<title>[Subclick] Re: A test. Testing Re [2397 days 19 hours and 55 minutes ago]</title>
		<description>
&lt;pre&gt;Well, I took a bit longer than expected to have everything set up again
and come back.  The least I can do is to bring a more elaborate
umbrella, with a higher diffuse value.

About two years ago, Hugo R. Giulietti &amp;lt;hug###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The umbrella have too low diffuse value&lt;/span&gt;

This has a diffuse value higher than 1.  Stimulated emission has never
been a problem for POV-Ray as far as I know.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 12 Sep 2019 19:24:05 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Android in fancy dress [2414 days 15 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That is *some* texture!&lt;/span&gt;

cheers.  &amp;quot;serendipity&amp;quot; (or a rotation gone wtong) :-)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 26 Aug 2019 23:45:01 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: Android in fancy dress [2415 days 12 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;On 8/25/19 6:53 AM, jr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; party time.  and Android (thanks Cousin Ricky) is all dressed up, ready to go.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

That is *some* texture!

-- 
dik
Rendered 1024 of 921600 pixels (0%)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 26 Aug 2019 02:29:24 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Android in fancy dress [2416 days 4 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

party time.  and Android (thanks Cousin Ricky) is all dressed up, ready to go.

:-)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 25 Aug 2019 10:55:03 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: Steam engine animation [2450 days 8 hours and 53 minutes ago]</title>
		<description>
&lt;pre&gt;Op 21-7-2019 om 23:58 schreef Mike Horvath:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 7/21/2019 5:56 PM, Mike Horvath wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I wish they had high res renders/photos. I mean, if you want people to &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; donate to the fund.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Michael&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Also, I'm guessing this thing will produce some carbon emissions. Derp.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I had been thinking that too. It is not the most ambient-friendly 
project I know of, although everything probably concentrates on the 
building rather than on the running of the engine afterwards, at least 
for the time being...

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 22 Jul 2019 06:25:36 GMT</pubDate>
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	</item>
	<item>
		<title>[Mike Horvath] Re: Steam engine animation [2450 days 17 hours and 20 minutes ago]</title>
		<description>
&lt;pre&gt;On 7/21/2019 5:56 PM, Mike Horvath wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I wish they had high res renders/photos. I mean, if you want people to &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; donate to the fund.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Michael&lt;/span&gt;

Also, I'm guessing this thing will produce some carbon emissions. Derp.


Michael
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 21 Jul 2019 21:58:48 GMT</pubDate>
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	</item>
	<item>
		<title>[Mike Horvath] Re: Steam engine animation [2450 days 17 hours and 23 minutes ago]</title>
		<description>
&lt;pre&gt;On 7/20/2019 7:57 PM, Ton wrote:
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Working smoothly!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks Thomas&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Well, it shows!  :)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Your camera work - the acceleration, motion, and fades is excellent.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Really very professional looking - I like your choice of background and setting.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; This just came up in my news feed - maybe you'd find it interesting, if only to&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; look over casually.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; https://prrt1steamlocomotivetrust.org/station/&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Keep up the good work!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks Mr. Eagle&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That locomotive might be an interesting for Povray. What a beast!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Cheers&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ton&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I wish they had high res renders/photos. I mean, if you want people to 
donate to the fund.


Michael
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 21 Jul 2019 21:56:11 GMT</pubDate>
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	</item>
	<item>
		<title>[Ton] Re: Steam engine animation [2451 days 15 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Working smoothly!&lt;/span&gt;

Thanks Thomas

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Well, it shows!  :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Your camera work - the acceleration, motion, and fades is excellent.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Really very professional looking - I like your choice of background and setting.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This just came up in my news feed - maybe you'd find it interesting, if only to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; look over casually.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://prrt1steamlocomotivetrust.org/station/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Keep up the good work!&lt;/span&gt;

Thanks Mr. Eagle
That locomotive might be an interesting for Povray. What a beast!

Cheers
Ton
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 21 Jul 2019 00:00:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Steam engine animation [2452 days 13 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Ton&amp;quot; &amp;lt;ton###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the last couple of weeks I've been working on this little animation.&lt;/span&gt;

Well, it shows!  :)
Your camera work - the acceleration, motion, and fades is excellent.
Really very professional looking - I like your choice of background and setting.

This just came up in my news feed - maybe you'd find it interesting, if only to
look over casually.

https://prrt1steamlocomotivetrust.org/station/

Keep up the good work!
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 20 Jul 2019 01:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: Steam engine animation [2453 days 8 hours and 48 minutes ago]</title>
		<description>
&lt;pre&gt;Op 18-7-2019 om 05:53 schreef Ton:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi everybody&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the last couple of weeks I've been working on this little animation.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; A &amp;quot;working&amp;quot; triple cylinder oscillating steam engine.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The background is from Greg Zaal HDRI Haven.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/kc_MOXAHquo&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Enjoy&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ton.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Working smoothly!

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 19 Jul 2019 06:31:05 GMT</pubDate>
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		<title>[Ton] Steam engine animation [2454 days 11 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;Hi everybody

the last couple of weeks I've been working on this little animation.
A &amp;quot;working&amp;quot; triple cylinder oscillating steam engine.
The background is from Greg Zaal HDRI Haven.

https://youtu.be/kc_MOXAHquo

Enjoy
Ton.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 18 Jul 2019 03:55:00 GMT</pubDate>
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		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: Clive Barker's Hellraiser box [2468 days 17 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;Hi(gh)!

On 13.06.19 02:05, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I could have sworn I had posted this ages ago...&lt;/span&gt;

Probably not... I would have noticed it!

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Anyway, here's an old experiment with animating a BOX, with sound effects.&lt;/span&gt;

Neat!

See you in Khyberspace!

Yadgar

Now playing: Men Before The Mirror (Mark Isham)
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 3 Jul 2019 21:45:11 GMT</pubDate>
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		<title>[Hj  Malthaner] Re: Clive Barker's Hellraiser box [2489 days 14 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;On 6/13/19 2:05 AM, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I could have sworn I had posted this ages ago...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Anyway, here's an old experiment with animating a BOX, with sound effects.&lt;/span&gt;

Nice one! Needs more mystic lighting if you can be bothered to do that!
I like the sound effects.

-- 
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 13 Jun 2019 01:07:25 GMT</pubDate>
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		<title>[Bald Eagle] Clive Barker's Hellraiser box [2489 days 15 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;I could have sworn I had posted this ages ago...

Anyway, here's an old experiment with animating a BOX, with sound effects.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 13 Jun 2019 00:10:02 GMT</pubDate>
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		<title>[jr] Re: =3D?UTF-8?Q?Sierpi=3Dc5=3D84ski_tests_=3D28a... [2502 days 3 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

Mike Horvath &amp;lt;mik###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Which of these do you like best? ...&lt;/span&gt;

fwiw, I prefer 'aa', and think the shadows are fine.  :-)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 31 May 2019 11:40:01 GMT</pubDate>
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		<title>[Mike Horvath] --- [2502 days 14 hours and 8 minutes ago]</title>
		<description>
&lt;pre&gt;Also, ignore the artifacts in the GIFs. I used the wrong settings when 
creating them.


Michael
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 31 May 2019 01:10:16 GMT</pubDate>
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		<title>[Mike Horvath] --- [2502 days 14 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;Which of these do you like best? I am frustrated because in both cases 
it's hard to see what's going on. Everything is so busy and just kind of 
blends into its neighbor. The shadows are also not very dark.

Source code is at github:

https://github.com/mjhorvath/mike_illustrations

In the &amp;quot;mike_illustrations\Math\FractalObjects&amp;quot; folder.


Michael
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 31 May 2019 01:04:16 GMT</pubDate>
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		<title>[Mike Horvath] Re: GIF tool comparison [2581 days 6 hours and 5 minutes ago]</title>
		<description>
&lt;pre&gt;On 3/9/2019 9:32 AM, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Mike, have you tried IrfanView for conversion?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; How about Paint.Net?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I don't have IrfanView installed, and Paint.net apparently requires a 
plugin to do animations. (I tried without the plugin and it only 
recognized the first frame.)


Mike
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 13 Mar 2019 09:14:03 GMT</pubDate>
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		<title>[Bald Eagle] Re: GIF tool comparison [2585 days and 44 minutes ago]</title>
		<description>
&lt;pre&gt;Thomas de Groot &amp;lt;tho###&amp;nbsp;[at]&amp;nbsp;degroot&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Be aware though that Windows 7 is almost finished: January 2020. Is it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; worth the while? Better to make the effort for Widows 10, I guess...&lt;/span&gt;

I hated 8 and 8.1.   Not ever doing 10 if I can help it.
Really trying to transition over to Linux and open-source, non-proprietary
software.

Too much lying, spying, stealing, unwanted/unneeded auto-updates, data-mining,
etc.


Mike, have you tried IrfanView for conversion?
How about Paint.Net?
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 9 Mar 2019 14:35:01 GMT</pubDate>
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		<title>[Thomas de Groot] Re: GIF tool comparison [2585 days 7 hours and 47 minutes ago]</title>
		<description>
&lt;pre&gt;On 8-3-2019 19:55, J&amp;#195;&amp;#182;rg &amp;quot;Yadgar&amp;quot; Bleimann wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi(gh)!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 07.03.19 08:38, Mike Horvath wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I use mostly Windows 7 but also Windows 10 depending.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Mike&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That's fine! I will install DEV-CPP on my Windows 7 and compile yip for &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you! But be aware that its development is far from finished, and even &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; some of the already implemented features are not fully functional yet!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Be aware though that Windows 7 is almost finished: January 2020. Is it 
worth the while? Better to make the effort for Widows 10, I guess...

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 9 Mar 2019 07:31:56 GMT</pubDate>
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		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: GIF tool comparison [2585 days 20 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;Hi(gh)!

On 07.03.19 08:38, Mike Horvath wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I use mostly Windows 7 but also Windows 10 depending.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Mike&lt;/span&gt;

That's fine! I will install DEV-CPP on my Windows 7 and compile yip for 
you! But be aware that its development is far from finished, and even 
some of the already implemented features are not fully functional yet!

See you in Khyberspace!

Yadgar
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 8 Mar 2019 18:52:33 GMT</pubDate>
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		<title>[Mike Horvath] Re: GIF tool comparison [2587 days 7 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;On 3/5/2019 8:25 AM, J&amp;#195;&amp;#182;rg &amp;quot;Yadgar&amp;quot; Bleimann wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi(gh)!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 05.03.19 05:37, Mike Horvath wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I wouldn't know what to do with the source code sadly. But I would be &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; willing to test a Windows executable.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; What Windows version do you use?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; See you in Khyberspace!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yadgar&lt;/span&gt;


I use mostly Windows 7 but also Windows 10 depending.


Mike
&lt;/pre&gt;
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		<pubDate>Thu, 7 Mar 2019 07:38:09 GMT</pubDate>
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