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	<title>Syntopia &#187; Sunflow</title>
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	<link>http://blog.hvidtfeldts.net</link>
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		<title>Are Boxes too Square for Sunflow?</title>
		<link>http://blog.hvidtfeldts.net/index.php/2008/02/are-boxes-to-square-for-sunflow/</link>
		<comments>http://blog.hvidtfeldts.net/index.php/2008/02/are-boxes-to-square-for-sunflow/#comments</comments>
		<pubDate>Tue, 05 Feb 2008 21:13:54 +0000</pubDate>
		<dc:creator>Mikael Christensen</dc:creator>
				<category><![CDATA[Structure Synth]]></category>
		<category><![CDATA[Sunflow]]></category>

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		<description><![CDATA[Structure Synth is now able to export boxes to Sunflow. That was actually a lot harder than spheres.
Boxicity (Sunflow render).
Sunflow has some amazing global illumination lightning, but why doesn&#8217;t it have a &#8216;box&#8217; primitive in its scene graph language? I mean, it has Banchoff Surfaces, tori and teapots, but not a simple box?
By the way, [...]]]></description>
			<content:encoded><![CDATA[<p>Structure Synth is now able to export <strong>boxes</strong> to Sunflow. That was actually a lot harder than spheres.</p>
<p></p><div class="photo"><p><a class="snap_noshots" href="/media/sunflow2.jpg" rel="gb_imageset[dds]" title="Boxicity (Sunflow render)"><img src="/media/sunflow2s.jpg" alt="Boxicity (Sunflow render)" /></a></p><div class="caption">Boxicity (Sunflow render).</div></div><p></p>
<p>Sunflow has some amazing global illumination lightning, but why doesn&#8217;t it have a &#8216;box&#8217; primitive in its scene graph language? I mean, it has Banchoff Surfaces, tori and teapots, but not a simple box?</p>
<p>By the way, for those who really dig boxes, check out the <a href="http://www.flickr.com/groups/boxclub/">Flickr Boxclub</a> (a few Structure Synth creations may also be spotted there).</p>
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		<item>
		<title>Structure Synth Rendering Templates</title>
		<link>http://blog.hvidtfeldts.net/index.php/2008/02/structure-synth-rendering-templates/</link>
		<comments>http://blog.hvidtfeldts.net/index.php/2008/02/structure-synth-rendering-templates/#comments</comments>
		<pubDate>Sun, 03 Feb 2008 21:12:49 +0000</pubDate>
		<dc:creator>Mikael Christensen</dc:creator>
				<category><![CDATA[POVRay]]></category>
		<category><![CDATA[Structure Synth]]></category>
		<category><![CDATA[Sunflow]]></category>

		<guid isPermaLink="false">http://blog.hvidtfeldts.net/index.php/2008/02/structure-synth-rendering-templates/</guid>
		<description><![CDATA[Creating a reasonable way of exporting Structure Synth objects to other renderers, like Sunflow and POV-Ray turned out to be more difficult than I expected. Not because they have complicated scene description languages &#8211; they don&#8217;t &#8211; but because there are a lot of settings and parameters, and I do not want to wrap and [...]]]></description>
			<content:encoded><![CDATA[<p>Creating a reasonable way of exporting Structure Synth objects to other renderers, like <a href="http://sunflow.sourceforge.net/">Sunflow</a> and <a href="http://www.povray.org/">POV-Ray</a> turned out to be more difficult than I expected. Not because they have complicated scene description languages &#8211; they don&#8217;t &#8211; but because there are a lot of settings and parameters, and I do not want to wrap and support every single one of them.</p>
<p></p><div class="photo"><p><a class="snap_noshots" href="/media/sunflow1.jpg" rel="gb_imageset[dds]" title="Sunflow export"><img src="/media/sunflow1s.jpg" alt="Sunflow export" /></a></p><div class="caption">Example Sunflow rendering with <a href="http://en.wikipedia.org/wiki/Global_illumination">Global Illuminated</a> <a href="http://en.wikipedia.org/wiki/Ambient_occlusion">Ambient Occlusion</a>.</div></div><p></p>
<p>The approach I came up with is quite simple &#8211; it is now possible to define a number of <i>rendering templates</i> which are XML-files containing a number of text fragments, one for each of the primitives (box, sphere, &#8230;) and a &#8217;start&#8217; and &#8216;end&#8217; fragment.</p>
<p>For instance, a fragment (for a Sunflow exporter) for the &#8217;sphere&#8217; primitive could look like this:</p>
<pre>
object {
  shader "s05"
  type sphere
  c {cx} {cy} {cz}
  r {rad}
}
</pre>
<p>where the center and radius parameters would be substituted for each instance of the primitive. </p>
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