#The SXP zone
6 messages in this thread
>> I sorry you feel so badly about our other SXP's through 4D Vision. <<
It's not that so much as it just seems like most of them leave me feeling like
"boy if I could just… this would be _really_ kewl". I guess I'm just kinda
spoiled. I started w/ Vivid (never really used POV) and I really dug being able
to really dial in a procedural texture… you know, tweak the turb, add some
noise, embed one inside another, etc. These 3DS ones seem rather spartan to me.
>> I hate too point this out but pov-ray textures are not solid. They are
2D. <<
Wow, really? How do they map so well then?
>> Tmaker.sxp <<
Does that stand for Texture Maker?
>> It will allow the user to input fractal cords and math functions. I will
put some images up and a GUI. <<
Great! I'd like to see what it looks like.
>> this one routine we don't have a demo <<
Bummer. Oh well… I'm a sucker for this kinda stuff so I'll probably buy it
anyway <g>. Besides I need something trick to demo at our user group next
month!
– ej
Good question how it works Pov-ray. I'll let you know when the samples go on
line. Tmaker does stand for texture maker. Talk to ya later
Mike
BTW: Does SDP stand for Sun Dog Productions?
– ej
<<<BTW: Does SDP stand for Sun Dog Productions?>>>
Yes
Mike
>> I hate too point this out but pov-ray textures are not solid. They are
2D. <<
> Wow, really? How do they map so well then?
Good point. They are *not* 2D functions – they are true procedural 3D textures.
You can read the code and see how they work – it's freely available. The
HEXAGON one is the only one that could be considered 2D in essence, and the
HEXAGON SXP from 4D vision/SDP is the same. In fact, it's amazing how similar
the SXPs are to the standard PoV textures, in terms of how they look and what
variables are present.
Regards,
Jim (another Vivid fan! <G>)
Thanks you Jim for throwing in this point. You explained it a lot better then I
could.
Mike White