User talk:BillW
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.
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 Parametric mesh Parametric mesh2 Read / Write to/from file Isosurface Evaluate Heightfield correcting macro Image_map in memory from a function Analytical Geometry include irid 3-point lighting transparent background Data structures Vector math matrices Solve geometric problems Scene layout tools Matrix determinants Minimum visible sphere radius Analytical tangents between 2 circles Numerical pigment patterns Catenary Full-color pigment f_Identifier - function 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) Point transforms eval_pigment () now () trace () orthographic macro names Use cases Sorting Array macros srgb GitHub repositories Wiki accounts Barycentric coordinates Stacks Pipes Normal maps Vector swizzling Prism macro for 3D vectors reflected ray macro/function multiple result trace () Lerp invLerp Remap convex hull Trig functions bitwise XOR 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 Monolithic include file snip out used parts to make Scene_standalone? Keyword examples example scenes convolution FFT camera location point object bicubic patch texture interpolation no absolute zeros in pigments Test Object Standard render rig for comparisons Thomas Fester posts vector object - position + normal Gray code decimal to binary Media macros Ini file SECTIONS input file name use pattern to get B&W pigment Hilbert curves for each macro (thread) jr's macros pov earth macros area light macro area light setup thread comparison of numeric values in functions (y<0) (x>0) (z=0) Fractracer lohmueller include translations Mike Williams function thickening
Include files
Chris Colefax
GALAXY
TILE GENERATOR
COMPRESSED MESH macro
CITY GENERATOR
LIQUID SPRAY
OBJECT EXPLODER
BRUSHED METAL
LENS EFFECTS
OBJECT BENDER
COILS
SPIDERWEB
Rune
PARTICLE SYSTEM
ELECTRICITY
INVERSE KINEMATICS for necks/tentacles
ILLUSION
/* Image/Bump Map projection methods */
- 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