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Tree Of Life (v3) - Sephiroth Raytracing Modularization
The nautilus, zodiac-cross, greek column, stepped base, and temple structures have been added to the repository, but not yet properly checked to make certain that they are origin centered. This will cause serious problems upon the inclusion of them in any sort of translated environment, as any asymmetry about the origin will cause skew in the translated form (unless they've fixed that bug).
Anyway, need to go back and check those additions; I just wanted to make certain that the backups were stored for now.
One instance of DNAStrand
ends up bringing up 3 pairs of nodes. They are laid out in a hexagonal pattern, all on the same plane. It looks like one of the pairs is actually joined by a cylindrical bar, the way that these were supposed to be laid out originally.
Obviously, this is not something that seems very useful right now. Need to figure out if this was damaged in translation, something that was never properly debugged when originally implemented, or whatever, so long as we can fix it.
This project needs to be re-commissioned, as it is now becoming a library for basically all of the custom forms that I'm utilizing in my environments. Specific scenes and demonstrations will be much more easily available after all of these modularizations are completed. OOP all the way, even in grafix, bay-bee.
I'm not sure what good it'll do in the scene at this point, but try adding rotated 'flower' assemblies of the vesica pisces cluster (rotated on the y axis) in order to make a spheroid cluster, with equidistant spacing between the nodes. Should look a bit like a ferrofluid. Might be an interesting deal to make that as a macro, also, and be able to feed it varying amounts of nodes to incorporate.
After breaking into this project again, a little over 4 years from the last time I hung it up, I'm noticing that the portal generator union
is broken. Well, the one that has, presumably, been modularized into its own .inc, without having undergone sufficient debugging beyond that point.
Only one ring is showing up from the union
, despite different rotational values in secondary & tertiary rings, when tested in the current commit's portal-generator.pov.
Not sure what is going on (it's been too long since I have worked with this much), but it is seeming impossible at this point to include a light_source in a CSG. I guess it makes sense, as it's not a primitive. Anyway, it'd be really nice to be able to bundle this in with the union that I'm making around Da'at, as that special point would be really nice as a transparent globe with light coming out of it to symbolize the special nature that it has.
At this point it seems that I'll have to ask somewhere if this is possible; I'll probably patchwork it together soon in order to test the scene by doing the light_source outside of the CSG. This is not a long term solution, though. It needs to be translatable along with the rest of the object.
Povray is failing on the pigmentation aspect of it; I guess that makes sense as the surrounding CSG already has a pigment declared for one of the glass spheres... Perhaps a union of two CSGs each declared with their own pigments will work?
Current code with the issue follows:
#declare Daat = union {
difference {
sphere {
/*
* Da'at
* Knowledge (Yichud - Union; union with idea awakens emotions)
*/
<PX2 * Dist_Eqlt, 0, PZ2 * Dist_Eqlt>, Seph_Diam
}
sphere { <PX2 * Dist_Eqlt, 0, PZ2 * Dist_Eqlt>, 0.99 * Seph_Diam }
interior { I_Glass }
pigment { Col_Glass_Old }
}
light_source {
<PX2 * Dist_Eqlt, 0, PZ2 * Dist_Eqlt>
pigment { color White }
}
}
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