POV-Ray 3.6 Released
ehmdjii writes "After a long betatesting-phase the POV-Ray team just released version 3.6 of the popular opensource raytracer. It's been two years since the last version and many bugs have been fixed as well as some changes in the render core. This release concentrates on stability and providing a framework for future re-implementations."
Take a look at this site:
/ histoire/francais/index.htm
http://www.oyonale.com/
http://www.oyonale.com
Gorgeous stuff! All rendered with POV-Ray!
Its not GPL, it was started years ago under a different license.
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I suppose no article on POV-Ray is complete without a link to the work of Gilles Tran, creator of some utterly amazing works in his 'Book of Beginnings'. It's art, it's programming (check out stuff like his Pipes macro), and it's literature - all the pictures are accompanied by am intriguing, often tangential short story, which abruptly ends mid-sentence...
Highly recommended!
Tedious Bloggy Stuff - hooray?
Download page says "Note: this is the version 3.5 source code.
The version 3.6 source code will be made available within a few weeks."
And their ftp server tell us:
"With the POV-Ray 3.6 release on 9 June 2004, source is not
immediately available. It will be released shortly. If you
want source code, you could look in our old versions dirs."
So, be patient.
POV-Ray is not open source. The license forbids, among others, commercial distribution. In fact now that I read the 3.6 license, it seems to forbid distribution, PERIOD.
This seems to be an interesting contrast to this comment where someone (apparently a POV-Ray developer?) discusses plans to release POV-Ray under an open source license and explains why this is not currently possible:
"we can't reach many of the people who contributed the original code under the old license, so we don't have the right to just switch the license. We'll have to rewrite some pretty big chunks of code before we can think about a more open license. That (the rewrite) is slated to happen for the next major release."
Gilles Tran, the artist who made 'The Wet Bird' piece has a wonderful 9-page series of web pages on The Making of the Web Bird He's one of the best 3D artists our there in any media. You can see more of his gallery here
If you want to support this guy, he sells his work through zazzle
POV-Ray is not open source
POV-Ray is not free software. But it seems to be open source. At their web site there are links that seems to point at the source
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nVidia Gelato
Mental Ray taking advantage of OTS hardware
Dedicated raytracing hardware
Raytraced Quake 3
OpenRT realtime raytracing framework
8 Years ago powray was slow, but quality wise better than most commercial renderers.
Since then not much has changed with povray, but A LOT with the rest.
Now povray is still slow as hell (the radiosity core is RIDICULOUS. it takes longer per scanline then others per picture while still having artifacts)
Look here:
http://www.pointzero.nl/renderers/
and find at least 10 other open source renderers that were developed in less time than the povray-tram needed for this half-assed update, are 10 times faster (or 100 times if you use some sort of GI) and feature the ability to render stuff other than their own format (e.g. plugins for blender/3ds/ect).
HI O WISE PRINCE. WHT TOOK U SO DAM LONG?
POV-Ray doesn't have a GUI, but GUI front ends have been written for it. I've used the KDE Povray modeller which is sort of nice, but I found I had to learn the language first, by which time I found it easier to just use the language. It's not that reliable, either. Good try though.
Cogito, ergo sig.
If you're going to discuss distribution terms, you might want to look at the distributor's license. It has a lot of legalese in it (and IANAL), but it looks like it has fairly lenient terms for inclusion into an open-source OS distribution.
The header of the license you linked points out that it is for end-users only, not distributors.
POV-Ray is not open source according to the generally recognized definition of open source.
Satisfied?
This has some unexpected advantages: firstly, CSG trees are very efficient on space, so it's perfectly possible to create a single complex tree and then instantiate it a thousand times with different scaling factors, textures etc and the scene graph will still contain a single tree; and secondly, since POV primitives are mathematically perfect, the can be scaled arbitrarily and will remain mathematically perfect.
A while back I had a passion for rendering planets. To scale. I used a POV unit of 1.0 for a kilometre. So I made a sphere 12000 units in diameter, put a light source 150x10^6 units away, put a camera .002 units above the sphere's surface... and it all worked. Fast, too. You can't do that in Blender.
The only thing I couldn't work out was how to match light intensities to physical units, but I'm sure it's possible. Plus some of the textures seemed to go a little funny, probably due to rounding errors...
Rules on distribution found inside the license page, or here.
Basically, they require you to get permission to distribute it commercially, or even as a file posted on your webpage or P2P software, but you're free to give it out to your students, your peons, or your friends.
I'd like to provide text, but the formatting they have there... it would likely come out horribly mangled here. But follow the link and look at section 3.1
This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
hm, i'd rather stick with yafray, it's open source, has a nicer language (ok, depends on taste) and is (somewhat) integrated into blender. and the results are simply amazing.
beer as in "free beer"
The textures, lighting effects, reflection maps, etc. are all pre-created (did you ever wonder why 3d Mark is a 250+ MB download?).
That's not nearly the same kind of thing.
POV-Ray generates the shadows, lighting, and often the textures, right on the spot. So a very short input file can generate a realistic 3d scene. And it does it using raytracing, so you get _real_ reflections, bump maps, and shadows. None of this is being done with GPUs, they still use precalulated texture maps and a scanline renderer (which is fine for interactive presentation and games... but again, all the hard work is done up front by the creator of the game/application/etc.)
THIS THING CAN TURN ON A DIME, MACROSSZERO STYLE ALSO FUCK BETA, ~NYORON
I've been ray tracing since BOB, a precursor to pov-ray that was published as floppies bundled with a textbook. Back when a complex vga resolution render would take a few days on a 386.
The theory hasn't changed much. Just the efficiency of the algorythems, and of course, the horsepower of the computers.
"Learning is not compulsory... neither is survival."
--Dr.W.Edwards Deming
He didn't say that games do it, he said that the GPUs can do it. Look at some of the tech demos...
l
Specifically, have a look at:
http://www.ati.com/developer/demos/rx800.htm
Click on the Quicktime of the Ruby demo...
You want to click on "the doublecross" this is a realtime rendering that can be done on the newest ATI GPUs. Alternatively, if you HAVE one of the newest ATI GPUs, download the executables and watch them render in realtime...
I'll agree it isn't perfect yet, but it is a big step above Far Cry...The demo itself actually looks a little bit better than this MPEG4 because of the lossy nature of the codec (and the not quite photorealistic nature of the images).
So... does this mean there's hope for a GPL-ed POV-Ray? IIRC, the main reason why it's distributed under those restrictive terms was that the developers have no means anymore to get in contact with some authors who still have a significant amount of code in there, so they cannot get their OK for a licensing change.
Are they going to redo those parts now and adopt a more open development model? I'd love that.
quidquid latine dictum sit altum videtur.
ml-POV, a patched version of POV-Ray, allows you to use high dynamic range images (HDRI) for lighting--that's about as close as you'll get to real-world lighting in POV-Ray right now. I also wrote a pseudo-solution for the standard POV-Ray.
Moray's an excellent modeller for POV-Ray. The author does a great job of keeping up with the latest capabilities of POV, even when major features are added. You can use photons, radiosity, etc., all without hand-editing the resulting POV-code. But for those who do enjoy writing POV-code by hand, Moray's convenient for those situations where you wonder what command you need to do X, and where exactly it goes in the code...
The only thing that gave it away as a computer rendered image was that all the blinds of the first building were at one of several different levels.
Actually, even that isn't a good giveaway. Some buildings designed by Mies van der Rohe, one of the architects responsible for the modern "glass box building," were designed so that the blinds could only be drawn to certain levels, thus enforcing a rather homogeneous look. MvdR was extremely influential, so it wouldn't surprise me if there are quite a few buildings with similar characteristics.
Implemented in a video card in real time? Wow. I'm impressed.
Also, POV-Ray comes with documentation (fancy that!).
;) yafray docs
there is documentation, just not on the yafray pages
beer as in "free beer"