Pipes Feed Preview: Blender & POV-Ray & Message digest for news.povray.org & Feed not found

  1. untitled

    2021-02-12 10:21:07 UTC

    Ankit Meel (ankitm)
  2. untitled

    2020-08-26 17:28:14 UTC

    Campbell Barton (campbellbarton)
  3. untitled

    2020-08-26 17:28:14 UTC

    Bastien Montagne (mont29)
  4. untitled

    2020-08-26 17:28:14 UTC

    Maurice Raybaud (mauriceraybaud)
  5. untitled

    2020-08-26 17:28:14 UTC

    Dalai Felinto (dfelinto)
  6. untitled

    2020-08-26 17:28:14 UTC

    Maurice Raybaud (mauriceraybaud)
  7. untitled

    2020-08-26 17:28:14 UTC

    Maurice Raybaud (mauriceraybaud)
  8. [Leroy] Re: CG Paintings [19 minutes ago]

    2021-03-06 01:40:00 UTC

    "Bald Eagle" <cre### [at] netscapenet> wrote:
    > Because my kid was watching a Bob Ross video:
    >
    > https://towardsdatascience.com/bot-ross-teaching-a-computer-to-paint-f5a9c9ef908
    >
    > :)
    
    After a quick read though, I think the Bot should have watch more shows :)
    
  9. [Leroy] Re: New random distribution macros [34 minutes ago]

    2021-03-06 01:25:00 UTC

    "Bald Eagle" <cre### [at] netscapenet> wrote:
    
    I've done the  VRand_ON_Box (RandSeed) awhile ago for my MeshTree project
    along with VRand_ON_Cone,VRand_IN_Cone, VRand_ON_Cylinder, VRand_IN_Cylinder
    
    I used them to place the end points of a binary tree.
    
    When I looked back on them  I found that the Cone marcos use a cone with a base
    pov unit from <0,0,0,> the end point 1 unit in opposite direction 1 with the
    base radius 1 and the other radius 0 and you had a choice of 3 directions to
    place it
    (x,y,z). The On_Cone also had the OPEN option.
     The cylinder macro has the same basic lay out.
    
    They work great for making trees but I don't know if they have an even
    distribution.
    Here they are copied from the modified rand.inc I use.
    
    //a random point ON a square box {-1, 1}
    #macro VRand_On_Box(R)// LR added
     #local V=<0,0,0>;
     #local a=int(rand(R)*6);
     #switch (a)
      #case(0)#local V=<-1,rand(R)*2-1,rand(R)*2-1>; #break
      #case(1)#local V=<1,rand(R)*2-1,rand(R)*2-1>; #break
      #case(2)#local V=<rand(R)*2-1,-1,rand(R)*2-1>; #break
      #case(3)#local V=<rand(R)*2-1,1,rand(R)*2-1>; #break
      #case(4)#local V=<rand(R)*2-1,rand(R)*2-1,-1>; #break
      #case(5)#local V=<rand(R)*2-1,rand(R)*2-1,1>; #break
      #end
      (V)
    #end
    
    //a random point ON a Cylinder from -1 to 1 in the D direction
    // radius=1
    // if O open cylinder
    // D=1 +y direction
    // D=2 +x direction
    // D=3 +z direction
    #macro VRand_On_Cyl(D,O,R)// LR added
       #local Theta = 2*pi*rand(R);
       #local V=<0,0,0>;
       #local H=rand(R)*2-1;
       #local S=1; // radius
       #if(O) #local Hv=1;
       #else  #local Hv=.95;
       #end
       #if (H>Hv) #local S=rand(R);#local H=1; #end
       #if (H<-Hv) #local S=rand(R);#local H=0; #end
       #if (D=1)#local V= <H,cos(Theta)*S,sin(Theta)*S>; #end
       #if (D=2)#local V= <cos(Theta)*S,H,sin(Theta)*S>; #end
       #if (D=3)#local V= <cos(Theta)*S,sin(Theta)*S,H>; #end
      (V)
    #end
    
    //a random point IN a Cylinder from -1 to 1 in the D direction
    // D=1 +y direction
    // D=2 +x direction
    // D=3 +z direction
    #macro VRand_In_Cyl(D,R)// LR added
       #local Theta = 2*pi*rand(R);
       #local V=<0,0,0>;
       #local H=rand(R)*2-1;
       #local S=rand(R);
       #if (D=1)#local V= <H,cos(Theta)*S,sin(Theta)*S>; #end
       #if (D=2)#local V= <cos(Theta)*S,H,sin(Theta)*S>; #end
       #if (D=3)#local V= <cos(Theta)*S,sin(Theta)*S,H>; #end
      (V)
    #end
    //a random point ON a Cone from -1,1 to 1,0 in the D direction
    // more values in the lower part
    // if O open Cone
    // D=1 +x direction
    // D=2 +y direction
    // D=3 +z direction
    #macro VRand_On_Cone(D,O,RS)// LR added
       #local Rt=rand(RS);
       #local Rv=Rt*Rt;
       #local Theta = 2*pi*rand(RS);
       #local V=<0,0,0>;
       #local H=Rv*2-1;
       #local S=1-(H+1)/2;
       #if(H<-.95 & O=0)  #local S=rand(RS); #local H=-1;#end
       #if (D=1)#local V= <H,cos(Theta)*S,sin(Theta)*S>; #end
       #if (D=2)#local V= <cos(Theta)*S,H,sin(Theta)*S>; #end
       #if (D=3)#local V= <cos(Theta)*S,sin(Theta)*S,H>; #end
      (V)
    #end
    //a random point IN a Cone from -1,1 to 1,0 in the D direction
    // more values in the lower part
    // D=1 +y direction
    // D=2 +x direction
    // D=3 +z direction
    #macro VRand_In_Cone(D,RS)// LR added
       #local Rt=rand(RS);
       #local Rv=Rt*Rt;
       #local Theta = 2*pi*rand(RS);
       #local V=<0,0,0>;
       #local H=Rv*2-1;
       #local S=1-(H+1)/2;
       #local S=S*rand(RS);
       #if (D=1)#local V= <H,cos(Theta)*S,sin(Theta)*S>; #end
       #if (D=2)#local V= <cos(Theta)*S,H,sin(Theta)*S>; #end
       #if (D=3)#local V= <cos(Theta)*S,sin(Theta)*S,H>; #end
      (V)
    #end
    
  10. [Bald Eagle] Re: New random distribution macros [4 hours and 54 minutes ago]

    2021-03-05 21:05:06 UTC

    "Kenneth" <kdw### [at] gmailcom> wrote:
    > "Kenneth" <kdw### [at] gmailcom> wrote:
    >
    > > Voila! Well, discounting the mathematical magic that would probably be required.
    > > ;-)
    >
    > I do see the main problem though, and it's a big one: How to correlate an
    > oddly-shaped total 'area' of triangles on the TEXTURE map (certainly not a 1X1
    > ratio area, and with an oddly-shaped perimeter) to the HF itself, which *is* a
    > 1X1 ratio. It would be a strange scaling problem indeed.
    >
    > :-(
    
    Well serendipity and synchronicity strike again:
    I was looking for some info to better explain the meaning of the core inequality
    in the polygon test, and I found a video by Sebastian Lague
    
    https://www.youtube.com/watch?v=HYAgJN3x4GA
    
    with this link in the comment section:
    
    https://chrischoy.github.io/research/barycentric-coordinate-for-mesh-sampling/
    
  11. [Bald Eagle] Re: in polygon tests [5 hours and 39 minutes ago]

    2021-03-05 20:20:01 UTC

    Thomas de Groot <tho### [at] degrootorg> wrote:
    
    > You should do something about those midges.... ;-)
    
    I took a cue from Robert and set the fireflies loose on them.   :P
    
  12. [Kenneth] Re: Sci-Fi Scene Assets [8 hours and 19 minutes ago]

    2021-03-05 17:40:01 UTC

    "Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
    
    >
    > I don't think I've ever tried posting a video here before but I'm attaching a
    > short MP4 clip of the animated engine media, hopefully it works.
    
    Your final ship is really gorgeous, and the animation of the engine 'ion
    exhaust' looks great! It's a nice and sophisticated use of media. Btw, thanks
    for the description of your ship's surface texture; I had originally thought
    that you had used one of POV-ray's newer 'pavement' patterns (perhaps that is
    part of the mix), but your averaging(?) of simple box and rectangle
    shapes/images makes perfect sense. I look forward to experimenting with that
    technique.
    
    Your work has really paid off! It's inspiring.
    
    [As is usual with videos uploaded here-- at least through the newsgroups' web
    portal-- the downloaded animation doesn't play in Windows Media Player, even
    though it should. So I've learned to use a different media player app to play
    it. I don't think the problem is with the added  .mp4  suffix here, whether left
    as-is or removed; it seems that the upload/download process adds 'something' to
    the file, or makes it different somehow. On my own Win 7 computer, I can play my
    own animations in WMP; but when I upload them here, then download them, they
    don't play. Weird.]
    
  13. [Robert McGregor] Re: Sci-Fi Scene Assets [8 hours and 54 minutes ago]

    2021-03-05 17:05:01 UTC

    "Bald Eagle" <cre### [at] netscapenet> wrote:
    > That's looking like a Firefly-class transport ship!    +1  :D
    
    Thanks! Now that you mention it, there is a *slight* resemblance to the
    Serenity. But she's more curvaceous :)
    
    Thomas de Groot <tho### [at] degrootorg> wrote:
    > VERY good, sir! I am awed by the way you just seem to shake this
    > casually from your (admittedly ample) sleeve.
    
    "Mr" <nomail@nomail> wrote:
    > yummy eye candy!
    
    Thanks Thomas and Maurice, this is a fun project, I'm glad you like it!
    
    
    I don't think I've ever tried posting a video here before but I'm attaching a
    short MP4 clip of the animated engine media, hopefully it works.
    
  14. [Kenneth] Re: New random distribution macros [9 hours and 49 minutes ago]

    2021-03-05 16:10:00 UTC

    "Kenneth" <kdw### [at] gmailcom> wrote:
    
    > Voila! Well, discounting the mathematical magic that would probably be required.
    > ;-)
    
    I do see the main problem though, and it's a big one: How to correlate an
    oddly-shaped total 'area' of triangles on the TEXTURE map (certainly not a 1X1
    ratio area, and with an oddly-shaped perimeter) to the HF itself, which *is* a
    1X1 ratio. It would be a strange scaling problem indeed.
    
    :-(