Difference between revisions of "User talk:BillW"
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Keyword | file | macro | Feature | Source Code | Bug | who reported the bug | link to thread | volunteer | date | present status | Keyword | file | macro | Feature | Source Code | Bug | who reported the bug | link to thread | volunteer | date | present status | ||
sor {} Bald Eagle 2025/8/12 fixes in yuqk, Need to optimize bounding | sor {} Bald Eagle 2025/8/12 fixes in yuqk, Need to optimize bounding | ||
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| + | [Bug] In official v3.8 parsers the test case generates unbalanced parentheses errors on some sets of balanced ones - where the inner most pair is empty. - WFP, fixed in yuqk, pending fix in Official | ||
| + | https://news.povray.org/povray.advanced-users/thread/%3Cweb.64209db9e0deeaab1f9dae3025979125%40news.povray.org%3E/ | ||
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Drop-Down Insert Menu | Drop-Down Insert Menu | ||
Revision as of 19:23, 30 October 2025
Just dropping this all here as an all-inclusive to-do list. Feel free to pick up a project and research or develop it as far as you're able.
Keyword | file | macro | Feature | Source Code | Bug | who reported the bug | link to thread | volunteer | date | present status
sor {} Bald Eagle 2025/8/12 fixes in yuqk, Need to optimize bounding
[Bug] In official v3.8 parsers the test case generates unbalanced parentheses errors on some sets of balanced ones - where the inner most pair is empty. - WFP, fixed in yuqk, pending fix in Official
https://news.povray.org/povray.advanced-users/thread/%3Cweb.64209db9e0deeaab1f9dae3025979125%40news.povray.org%3E/
Drop-Down Insert Menu
Wireframe shapes
Basic scene
Text
Mathematical text
axes
dependencies
Dodecahedron normals
Icosahedron normals
trace () news.povray.org/povray.binaries.tutorials/thread/%3Cweb.51f61e827603294573fc9ebb0%40news.povray.org%3E/
Function graphing I have a system to graph equations. I think it might have a few axis-labeling bugs, and needs texting and fixing.
Parametric mesh Takes parametric equations in x, y, and z and creates quads that are composed of 2 triangles. Can stepwise cycle through parameters.
Parametric mesh2 Same as above
Read / Write to/from file basically just want a simple Insert Menu item to drop functional code into a scene
Isosurface Evaluate Same as above
Heightfield correcting macro Newsgroup discussion implies that an Insert Menu for generating properly formed and oriented heightfield from function code would be desirable
Image_map in memory from a function
Analytical Geometry include Just would like Friedrich Lohmueller's include files to get cleaned up, formatted, and clearly commented as to purpose of each macro
irid Good looking iridescence can be tricky to implement, so a sample scene would be extremely helpful.
3-point lighting Warp had a good tutorial. Having a macro to set up basic 3-point lighting would help new users a lot
transparent background This is a very frequently asked question. Make the fix an Insert Menu item (comments)
Data structures There are a lot of useful data structures that would make writing scenes so much easier, or even possible
Vector math There are lots of clever things that can be done with matrices, determinants, vdot and vcross
Products inner product (dot product), exterior product (wedge product, 2D parallelogram), cross product, triple product, quadruple product
matrices Need actual mathematical matrix methods to add, multiply, exponentiate, Gaussian elimination, transpose, eigenvalues, trace, ...
Solve geometric problems nearest point to object, intersections,
Scene layout tools Grids, object locators, special light source diagramming aids
Matrix determinants for any MxN matrix
Minimum visible sphere radius How to set up camera so that a sphere completely fills the viewport - extends edge to edge of smallest dimension
Analytical tangents between 2 circles I have an extensive system to do this and also create a prism from an enclosed path.
Numerical pigment patterns I have hundreds of equations to make pigment {function {}} patterns
Catenary It's unclear if we have an easy-to-use macro that is mathematically correct
Full-color pigment Insert Menu item to make an average pattern rgbft pigment
fn_Identifier - function For large, complex scenes, sometimes it's easier to have a system of naming identifiers as to type
v_Identifier - vector quantity
s_Identifier - scalar quantity
c_Identifier - color
p_Identifier - Pigment
t_Identifier - Texture
l_Identifier - a loop variable: #for (l_Identifier, 0, 10)
o_identifier - object
m_identifier - material
n_identifier - normal
f_identifier - finish
Point transforms rotate () or translate () a "point" (vector)
eval_pigment () Insert Menu item
now () Example usages for timing parsing
trace () Insert Menu sample code for tracing an object. Also, tutorial graphic.
orthographic Insert Menu camera setup with explanation of pixel size in POV-units & "zoom"
macro names Some macros ought to be renamed for clarity, or have alias macros that call the poorly-named one
Use cases Certain features or keywords are hard puzzle out the proper syntax and method of usage
Sorting I have a lot of sorting macros which ought be made into a general-purpose include file
Array macros Various macros that make using arrays easier and more versatile
srgb An extensively discussed topic that could use a comprehensive macro for proper color conversion
GitHub repositories There are various GitHub repositories of code that ought to be implemented as include files, etc.
Wiki accounts These need to be expanded and made more accessible from the main forum
Barycentric coordinates These can be exceedingly tricky to implement. I have a series of macros to perform specific operations in triangular space.
Stacks Myself and others have useful macros for pushing, popping, inserting, and deleting from a stack.
Pipes
Normal maps Functions and macros for generating normal maps
Vector swizzling These need to be implemented in source, but for now, practical work-arounds need to be invented
Prism macro for 3D vectors Prisms only use 3d vectors. It's a pain to convert 3D to 2D. Maybe a macro to automate the process.
reflected ray macro/function I have a macro to calculate the direction of a ray reflected from a surface
multiple result trace () https://news.povray.org/povray.pov4.discussion.general/message/%3Cweb.67ba2b4018d596021f9dae3025979125%40news.povray.org%3E/#%3Cweb.67ba2b4018d596021f9dae3025979125%40news.povray.org%3E
Lerp I have functions to perform these operations.
invLerp I believe Ingo Janssen has a collection of interpolation macros as well
Remap These would be useful for splines, color maps, animations, etc.
convex hull I have a 2D version that I've implemented, and WFP just posted a lost link to a 3D version
Trig functions A complete set of inbuilt trig functions or additions to an include file is desirable
bitwise XOR I have a scene where I perform conversion from decimal to binary to perform XOR, and then convert back
lucida-sans-unicode.ttf allfont.net/download/lucida-sans-unicode/#download
arial-unicode-ms.ttf ufonts.com/downloads/197925!474209627
Rendering with ini files wiki.povray.org/content/Documentation:Unix_Section_5#INI_File_Sections
2-pass radiosity Simple example scenes should be in the distribution
Monolithic include file The idea is that it can be complicated to gather and maintain a collection of include files.
Perhaps there's a mechanism by which a large include file can be parsed and only include the things needed, to conserve memory.
Maybe there is a convenient way to snip out the parts actually used in the scene to make the scene a standalone file?
Keyword examples One functioning code example for every keyword would save A LOT of redundant forum posts.
example scenes Some things need more than a short usage example. Specialized scenes ought to be made for complex topics.
convolution Convolution kernels can be used to blur, find edges, sharpen, and other image processing tasks.
FFT Fourier transform can be used to process "signals" in graphics, and we should have that capability.
camera location A feature requested for decades. Let's get it implemented, or at least a robust, easy to use workaround.
point object Having a vector that can be processed by rotate, translate, scale, and union would make many tasks easier.
bicubic patch texture interpolation
no absolute zeros in pigments This was discussed in the Granite Macro thread with regard to strong lighting, radiosity, etc.
Test Object I have a POV-Ray logo "test object" like Blender, Grasshopper, Maya, etc have.
Standard render rig for comparisons Some sort of Cornell Box or other standardized scene with standard environment, lighting, etc.
Thomas Fester posts
vector object - position + normal Same as "Point" object
Gray code Having an implementation of this would make for some interesting experiments and applications
decimal to binary Conversion macros between number bases
Media macros Macros to properly set up and implement media would be extremely useful
Ini file SECTIONS Examples of this useful feature would be great. Might be useful to extend this to apply to monolithic include file
input file name Useful feature for rendering include files
use pattern to get B&W pigment Using pattern {} obviates the need for a color map.
Hilbert curves
for each macro (thread) jr's implementation for this useful looping operation
jr's macros QuadTree, NonaTree, Tabled, ForEach, others...
pov earth macros
area light macro area light setup thread
comparison of numeric values in functions (y<0) (x>0) (z=0) Useful Boolean "triggers"
Fractracer Sphere "sitting in" and touching all 3 sides of a triangle
lohmueller include translations Just a general cleanup and translation of comments
Mike Williams function thickening Useful trick, as well as mirroring function across origin
Space-Filling Polyhedra There are a finite number of Polyhedra that can fully tile/fill 3D space. Have various implementations of these.
Vertex and connectivity lists, formulas for filling space via offsets / mod (), dihedral angles, interior angles of faces, etc
Platonic Solids
Archimedean solids
Crstal structures Unit cells, vertices, connectivity, mathematical formulas
Geometric inversion
Appolonian Gasket
Ford Circles
Pappus chains
Steiner chains
Appolonian Sphere Packing
Random distributions
Importance sampling
Bezier spline library Endless amounts of really useful code
Rational Bezier
b-splines
NURBS
lat/long conversion to Cartesian & inverse
square to circle mapping
circle to triangle mapping
uv-unwrapping
autocorrelation
complex numbers
spirals
arc lengths
Signed Distance Functions (SDF)
pow (0, 0)
Doyle spirals
Mobius transform
Doyle + Mobius = double Doyle
Complex exponential mapping
Websites, blogs, code examples:
Tor Olav Kristensen (TOK)
Jerome Grimbert (Le Forgeron)
Chris Rath
Stephane Laurent
Quasimondo (art)
Isohedral.ca : Escher-like spiral tilings
Include files
Chris Colefax
GALAXY
TILE GENERATOR
COMPRESSED MESH macro
CITY GENERATOR
LIQUID SPRAY
OBJECT EXPLODER
BRUSHED METAL
LENS EFFECTS
OBJECT BENDER
COILS
SPIDERWEB
LINKS
Rune
PARTICLE SYSTEM
ELECTRICITY
INVERSE KINEMATICS for necks/tentacles
ILLUSION
/* Image/Bump Map projection methods */
(I believe that some are as yet unimplemented - BW)
#define PLANAR_MAP 0
#define SPHERICAL_MAP 1
#define CYLINDRICAL_MAP 2
#define PARABOLIC_MAP 3
#define HYPERBOLIC_MAP 4
#define TORUS_MAP 5
#define PIRIFORM_MAP 6
#define OLD_MAP 7