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 CAD / Ray-Tracing / *1352 (-20)
  LD4DModeler 1.0 Beta 2 Available, finally :)
 
I've finally manage to finish and upload beta 2. Main changes are: Rewritten joint manager Improved player Improved Control manager Rewritten 3DPreview (faster with less memory, what would one want more :) Improved 3DPreview properties Improved (...) (22 years ago, 12-Jul-02, to lugnet.cad, lugnet.cad.ray, lugnet.announce, lugnet.cad.dev)
 
  Re: Stop everything and get POV-RAY 3.5!!!
 
"Eduardo Vazquez Harte" <eduvazhar@terra.es> skrev i meddelandet news:GyzM4I.Jzr@lugnet.com... (...) Thanks for telling us, I thought they'd never get to the release, and downloading 8 MB once a week was not an option for me... BTW, I have the link (...) (22 years ago, 9-Jul-02, to lugnet.cad.ray)
 
  Re: Stop everything and get POV-RAY 3.5!!!
 
Found one vague issue allready :( Using 3.1 you could render any .pov and it would automaticly look for an povray.ini file in the same directory as the .pov to use for settings. With 3.5 this seems not to be the case anymore. I've found out you can (...) (22 years ago, 10-Jul-02, to lugnet.cad.ray)
 
  Re: Stop everything and get POV-RAY 3.5!!!
 
(...) Hi Eduardo, Version 3.5 is the long-awaited new version including many changes. Have you tested L3P compatibility? Damien (22 years ago, 10-Jul-02, to lugnet.cad.ray)
 
  Stop everything and get POV-RAY 3.5!!!
 
Hi all, Yes is out finally the latest one and is officially out is a most have if you use pov-ray of course so go to www.pov-ray.org and get it oh they have changed the site it looks cool now. CU must get it. Eduardo (22 years ago, 9-Jul-02, to lugnet.cad.ray)
 
  Re: SPIFF'S HYPER FREEM DRIVE MALFUNCTIONS! THE SCUM BEINGS CLOSE IN!
 
Ah, a new wallpaper image. :) Thanks. -Joel (...) (22 years ago, 7-Jul-02, to lugnet.build, lugnet.cad.dat.scenes, lugnet.cad.ray, lugnet.general, lugnet.space)
 
  Re: SPIFF'S HYPER FREEM DRIVE MALFUNCTIONS! THE SCUM BEINGS CLOSE IN!
 
(...) Looks good! I feel sorry for the spiffcraft. Nice scene- inspipered no doubt by Spaceman Spiff. John kruer (22 years ago, 7-Jul-02, to lugnet.build, lugnet.cad.dat.scenes, lugnet.cad.ray, lugnet.general, lugnet.space)
 
  SPIFF'S HYPER FREEM DRIVE MALFUNCTIONS! THE SCUM BEINGS CLOSE IN!
 
1024x768 266kb (URL) 159kb (URL) me what you think. :-) -Jon -- | The Shipyard - (URL) My Lego Creations - (URL) Attack of the Bricks - (URL) (22 years ago, 7-Jul-02, to lugnet.build, lugnet.cad.dat.scenes, lugnet.cad.ray, lugnet.general, lugnet.space) ! 
 
  Re: Aspect ratio (via L3P)
 
(...) That would work fine for me. Andy (22 years ago, 4-Jul-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
rmelkert wrote... (...) Yes, I would place the #include where the lights would have been. (...) No. (...) Yes, but it may be convenient to have separate files for different purposes. /Lars (22 years ago, 30-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
Andrew Westrate wrote... (...) Nice looking camera. And good idea with a cameraman. Your camera has a lens angle of 44 degrees and an aspect ratio of 3/2. How should L3P extract that information? Perhaps by putting the pyramid into a subfile, then (...) (22 years ago, 30-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
(...) Awesome. (...) These are the only variables I can think of. I think it might also be useful to expose the formulas for determining the camera and light positions via macros, but I can't think of any real-world needs at the moment. (...) Well, (...) (22 years ago, 29-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
I've must have overseen the lights issue, sorry :) with the -il param do you be inserted on the location you ordinairy insert the generated light information? is the location of the light objects critacal? Elseway you could use the include before (...) (22 years ago, 29-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)  [DAT]
 
(...) Great! (...) After reading your post, I use the 2nd approach (the view pyramid) to specify the location and orientation of the camera. Here's the file I use (the cylinder is just a placeholder): 0 POV-Ray Camera Shortcut 0 Name: Camera1.dat 0 (...) (22 years ago, 29-Jun-02, to lugnet.cad.ray)  
 
  Re: Aspect ratio (via L3P)
 
rmelkert wrote... (...) You can already specify -lg/-lc multiple times (see l3p.txt :-) (...) How about -il<filename> include file in stead of default lights /Lars (22 years ago, 28-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
Andrew Westrate wrote... (...) You'll be happy to know, that I fixed that problem just three weeks ago. (...) How would you want it to work ? Just to specify the location of the camera ? See also (URL) the above post -cla has been added to function (...) (22 years ago, 28-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
Sproaticus wrote... (...) How about -ib<filename> include file at beginning of POV file -ie<filename> include file at end of POV file (...) Good idea. I have already used variables in the revised camera definition, like L3Location and L3LookAt, and (...) (22 years ago, 28-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
Well, Multiple lights would be cool :) But I think this would be just as easy adding yourself via a include file (in that case turning off the default light would be nice too). So I have to agree with sproaticus an option to include a file would be (...) (22 years ago, 28-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
(...) Since you mention it... Can you make l3p follow the references to light.dat in subfiles? For instance, if I have a file torch.dat (with light.dat included) used a dozen times in the file castle.mpd, have it include all twelve lights in their (...) (22 years ago, 28-Jun-02, to lugnet.cad.ray)
 
  Re: Yet another POV-Ray inlining question
 
(...) base my own. Now I'm dying to try it. I'll let you know how it works for me! Dave! (22 years ago, 26-Jun-02, to lugnet.cad.ray)


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