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 Post subject: Re: Povsphere.
PostPosted: Sun Jun 17, 2012 1:35 am  (#81) 
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cecilia wrote:
Image[/quote]

Not to worry, those aren't crash messages, they are status messages. I just like to let users know the progress of my scripts, especially ones that take a long time to run. If you have the error console open ( Windows >> Dockable Dialogs... >> Error Console ) then those messages get written there as the script is running and you don't get the popup box at the end.

Kevin


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 Post subject: Re: Povsphere.
PostPosted: Tue Jun 19, 2012 6:48 am  (#82) 
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And now for version 0.3
Image

Relatively minor changes from the outside, although I have tried to make it run faster.
* There's now a new object shape - cross (also draws crosses on the "Draw Samples" option)
* Doesn't display status messages by default
* If you don't explicitly choose an output file, a file is created with the name of the image file and the .pov extension
* Records the script settings in the .pov file:
/* Original Settings:
   Image file: D:\Profiles\myname\My Documents\My Pictures\Untitled.png
   Layer name: Untitled.png
   Radius: 2
   Object Type: cross
   Packing Scheme: no gaps
   Modifier: none
   Multiplier: 1
*/


Kevin


Attachments:
kp24_pov_samples.scm [24.95 KiB]
Downloaded 150 times
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 Post subject: Re: Povsphere.
PostPosted: Tue Jun 19, 2012 8:59 am  (#83) 
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Thanks for the update Kevin. This is really fun to play with.

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 Post subject: Re: Povsphere.
PostPosted: Tue Jun 19, 2012 10:11 am  (#84) 
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Excellent Kevin. Thanks a heap for the continued updates. :)

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 Post subject: Re: Povsphere.
PostPosted: Tue Jun 19, 2012 10:20 am  (#85) 
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lylejk wrote:
I believe I know your issue Cecilia. What you need to do first is, where you want the file to be created, you need to right click and create a new text file but save it as filename.pov (where filename is the name that you want your file to be). I usually do this at the desktop. Then, when you run the Script-fu, you browse to where this file is and click it (use the Script-fu interface to do this). Then run it. If you don't do this, the Script-fu will run, but no file gets saved (well it does get saved, but the file will be named (null) and will be located at your main user directory). :)
ah, I see...and now that paynekj has updated his script I can be lazy and let the script save this file for me...WOOT. :hi5

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 Post subject: Re: Povsphere.
PostPosted: Tue Jun 19, 2012 10:27 am  (#86) 
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I just tried that feature (created the result above), and, if you create an image from scratch without prior saving it, it will give you a resulting file name of ".pov" (sans the quotes; just did that to highlight the file name) so be aware of the Cecilia (and it will be located, again, in your user account folder). Was going to comment on that but got distracted. :)

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 Post subject: Re: Povsphere.
PostPosted: Sat Jun 23, 2012 1:28 am  (#87) 
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and version 0.4... (I really must stop doing this ;) )

cross-stitch simulation, which meant adding a new packing scheme- half offset
Attachment:
pov_x.jpg
pov_x.jpg [ 213.09 KiB | Viewed 2374 times ]


And a couple of additional packing schemes...

Circles and Archimedean spiral:
Attachment:
pov_circle_spiral.jpg
pov_circle_spiral.jpg [ 325.12 KiB | Viewed 2374 times ]


Kevin


Attachments:
kp24_pov_samples.scm [32.24 KiB]
Downloaded 164 times
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 Post subject: Re: Povsphere.
PostPosted: Sat Jun 23, 2012 9:30 am  (#88) 
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Thanks for the update again Kevin. Haven't played too much with it yet to get the X's more squeezed. Did some texture blending in GIMP since I don't know how to do this in povray (glass that is; started out with just the default settings that the Script-fu gave it; could have changed the finish/material in povray but decided not to (the little I do know how to do in povray; lol)). :)

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 Post subject: Re: Povsphere.
PostPosted: Sat Jun 23, 2012 4:27 pm  (#89) 
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Image


X Cross



Image
(Prism Hex and Tight)


when I tried an Archimedean spiral all I got was a Big X in the middle of the image.

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 Post subject: Re: Povsphere.
PostPosted: Sat Oct 20, 2012 3:44 pm  (#90) 
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It's time for more change.

I've re-written the script, so Now it's a Python plug-in. It should be more robust - I was having problems with memory corruption with the script-fu version.

A few things have changed:
There's a new shape - star-6 which is a 6-pointed star. (see viewtopic.php?f=11&t=5534&p=69883#p69882)
A new packing scheme - spaced-out which is not so tightly packed.
I've made the sample drawing of the torus have a hole in the middle.

You can now choose to not generate the POV-Ray file if all you want to do is draw the samples.

Kevin

Oh and it's zipped because I can't attach .py files.

And for those who didn't try the previous version, it will appear in the menu:
contributed>>Create POVRay scene file 1.0

Update: Newer version now available


Last edited by paynekj on Sun Oct 21, 2012 2:12 am, edited 1 time in total.

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 Post subject: Re: Povsphere.
PostPosted: Sat Oct 20, 2012 5:37 pm  (#91) 
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Appears to run faster when it first starts Kevin, but, it errors out if you enable povray output (no error if you disable it and draw). :)


Attachments:
pov_error.png
pov_error.png [ 71.5 KiB | Viewed 1465 times ]

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 Post subject: Re: Povsphere.
PostPosted: Sun Oct 21, 2012 2:11 am  (#92) 
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Lyle,

I think that's because you didn't specify a file name for the POV outout.

Here's version 1.1 which will create a .pov file with the name of your source image if you don't specify one. Let me know if you think the nag-message about not choosing a file name is too annoying ;)

Kevin

Edit: Removed version 1.1 as a newer version is now available


Last edited by paynekj on Sun Dec 30, 2012 10:02 am, edited 1 time in total.

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 Post subject: Re: Povsphere.
PostPosted: Sun Oct 21, 2012 2:34 am  (#93) 
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That works! I had the same message as Lyle before, this versions good.
Just a quick one.
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 Post subject: Re: Povsphere.
PostPosted: Sun Oct 21, 2012 7:36 am  (#94) 
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That worked Kevin. A heck of a lot faster then the Script-fu. Haven't deleted the Script-fu yet, but will soon I'm sure. Again, thanks a heap. :)


Attachments:
tithonia.7z [29.22 KiB]
Downloaded 116 times
tithonia_pov.png
tithonia_pov.png [ 1.84 MiB | Viewed 1447 times ]

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 Post subject: Re: Povsphere.
PostPosted: Wed Oct 24, 2012 7:18 pm  (#95) 
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I like this script, so many options.
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 Post subject: Re: Povsphere.
PostPosted: Thu Oct 25, 2012 3:57 pm  (#96) 
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Odinbc wrote:
I like this script, so many options.
Image


And continuing to increase ;)
Attachment:
temp_sml_pov.jpg
temp_sml_pov.jpg [ 357.47 KiB | Viewed 1410 times ]


Kevin


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 Post subject: Re: Povsphere.
PostPosted: Thu Oct 25, 2012 7:59 pm  (#97) 
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lylejk wrote:
What the hey; one more (yup it is a binge; lol). :)

ref: http://www.sxc.hu/photo/1281259

edit: Forgot to say that povsphere runs perfectly inside GIMP via. PSPI. :)

Image


I would love to run my fingers up and down that. Do you know how cool that would feel?! :kpix

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 Post subject: Re: Povsphere.
PostPosted: Thu Oct 25, 2012 8:58 pm  (#98) 
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lol; I use to have one of those beaded car seat covers and it does feel cool to the touch Maria. :)

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 Post subject: Re: Povsphere.
PostPosted: Mon Oct 29, 2012 8:00 pm  (#99) 
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Hi,

Just wondering how you get the image to display at an angle like the image 'temp_sml_pov.jpg' in Kevin's post under the heading "And continuing to increase". This is very clever. Is this done via the script or in POV-Ray? I can't work out how this is done. I am a novice.

Appreciate your help.

Thanks

Bob


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 Post subject: Re: Povsphere.
PostPosted: Tue Oct 30, 2012 1:42 am  (#100) 
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wirra wrote:
Hi,

Just wondering how you get the image to display at an angle like the image 'temp_sml_pov.jpg' in Kevin's post under the heading "And continuing to increase". This is very clever. Is this done via the script or in POV-Ray? I can't work out how this is done. I am a novice.

Appreciate your help.

Thanks

Bob


This is done in the POV-Ray scene file by controlling where the camera is located and what it's looking at:
/* The camera is initially placed directly in front of the picutre */
#declare camera_x =  380.000;
#declare camera_y =  -254.000;
#declare camera_z =  -460.000;
#declare look_at_x = 380.000;
#declare look_at_y = -254.000;
#declare look_at_z = 0.000;
camera {location <camera_x, camera_y, camera_z> look_at <look_at_x, look_at_y, look_at_z>}


If you change the value of camera_x from 380 to, say, 100, you move the camera (i.e. the point of view) to the left, so you'll be looking from the left hand side. Increasing camera_y (i.e. making it less negative = -54) you move the camera upwards. Increasing camera_z (making it less negative) gets you closer to the objects.

The top left of the picture is the point <0,0,0>

Kevin


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