POV-Ray : Newsgroups : povray.object-collection : categorising objects : Re: categorising objects Server Time
2 May 2024 13:42:04 EDT (-0400)
  Re: categorising objects  
From: Bald Eagle
Date: 6 Apr 2023 14:25:00
Message: <web.642f0df7eebe96f31f9dae3025979125@news.povray.org>
"jr" <cre### [at] gmailcom> wrote:

It would be quite nice if we could find a way to make this a sort of
collaborative document - perhaps some way to use OpenOffice.
https://wiki.openoffice.org/wiki/Documentation/OOo3_User_Guides/Calc_Guide/Sharing_documents_among_reviewers

Then, people could sign up to handle specific items, and hyperlinks could be
added to items already modeled, thus keeping everything together in one handy
reference document as well as keeping it up-to-date without having a 500-page
thread.


>     Abstract Forms

This is a hard one to pin down.  Many of these come about through doodling or
"failed" projects.  They are functions and surfaces and blobs.
I might call this a "meta-category", as it might be a good catch-all for things
like patterns, mathematical surfaces, functions, L-systems and other algorithms,
or even simple scenes using primitives and CSG that _result_ in "abstract forms"
(such as a Wada Basin).

>     Buildings/Architecture
>         Domestic
>         Commercial
>         Industrial
>             Interior
>             Exterior

Monuments, bridges, dams, tunnels, canals, etc.
Castles, earthworks, fortresses, battlements, etc.
Famous / historical buildings / structures.

>     Household/Office Objects
>         Furniture
>         Furnishings/Decor
>             Office
>             Living room
>             Kitchen
>             Bathroom
>             Bedroom
>         Computers
>     Games
>         Ball Games
>         Board Games
>         Puzzles
>         Video Games

Darts, outdoor games (badminton, bocci ball, croquet, lawn darts)

>     Landscapes
>         Urban Landscapes
>         Natural Landscapes
>         Alien/SF Landscapes
>     Organic Forms
>         Terrestrial Flora
>         Terrestrial Fauna
>         Alien/SF Flora
>         Alien/SF Fauna
>             Microscopic
>     Space
>         Terrestrial
>         Alien/SF

Planets.  uv maps, planetary statistics - size, orbital mechanics
nebulae, stars, black holes, quasars, pulsars, asteroids, comets, planetary
rings

>     Sports
>     Vehicles
>         Aircraft
>         Watercraft
>         Rail
>         Road
>             Military
>     Characters
>         Animal
>         Pet
>         Humanoid
>         Robot
>     Gadgets

Workshop tools, jigs, and fixtures.
Radios, stereos, speakers, antennae,

>     Scale Model
> Contribution Types
>     Objects
>         Solid (CSG-able)
>         Non-solid (Non-CSG-able)
>     Materials
>     Textures
>         Pigments
>         Finishes
>         Normals
>     Interiors
>         Media
>     Macros
>     Functions
>         Isosurface
>         Positioning
>         Other
>     Transforms
>     Cameras
> Uncategorised
>
>
> regards, jr.


To whatever extent possible, it would make such things more usable (and
therefore likely to be used more) if they were parameterized and coded for
clarity rather than speed/performance.

Have the object take its pigments/textures as arguments/variables, so that those
are all easily modified as well.

Objects that are designed to be placed ON something would likely best be modeled
with the bottom center at the origin, and likewise, things that get hung by
ropes, hooks, nails - would have the attachment point at the origin.

It's often "easy" to model the usual CGI something-or-other, but the more
sophisticated and sought after objects are the ones that have those added
elements of imperfection to make them more realistic and less plastic and fake
looking.

Also, a certain degree of modularity would help the collection expand more
rapidly.   It might be nice to make a screwdriver or chisel - but if you made a
HANDLE, then it would be easy to match that up with a variety of screwdrivers,
files, chisels, gouges, and other tools, especially if the handle is
parameterized and the textures can easily be changed from wood to metal to
plastic to carbon fiber....

"Combinatorial modeling"


- BW


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