User talk:BillW
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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 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 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 f_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) 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 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 */ (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