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POV-Ray 10th Anniversary Contest

erich666 writes "You could win a great computer by making a cool image. POV-Ray is a free multiplatform ray-tracing renderer with source available. To celebrate POV-Ray's tenth anniversary some hobbyists are having a contest, and they convinced a few sponsors to donate some nice goodies. Me, I'm a no-talent slug, but still found their site's hall of fame worth visiting."

216 comments

  1. That's backwards by Anonymous Coward · · Score: 4, Funny

    I NEED the great computer to win the make great work to win the contest.

    1. Re:That's backwards by NanoGator · · Score: 1

      "I NEED the great computer to win the make great work to win the contest."

      Hehe. You wouldn't believe how many times I've heard people blame their computer's speed for their art sucking. Guess they never saw the Last Starfighter.

      --
      "Derp de derp."
    2. Re:That's backwards by soluzar22 · · Score: 2, Informative

      No you don't, that's just it. POV-Ray is incredibly light-weight on your machine. It works by processing plain text files, which have scene definitions written in a pseudo-code language. If you have a machine that is sucky, it will just take that much longer to process your final image. You have used POV-Ray before?

    3. Re:That's backwards by Anonymous Coward · · Score: 0
      Nice on-topic first post.

      Btw, in the linked gallery, the computer with the little creatures runs NeXTstep. Complete, with IB, OmniWeb, et al.

      Memories, memories...

    4. Re:That's backwards by NanoGator · · Score: 1

      "No you don't, that's just it. POV-Ray is incredibly light-weight on your machine. It works by processing plain text files, which have scene definitions written in a pseudo-code language. If you have a machine that is sucky, it will just take that much longer to process your final image. "

      I haven't used POV Ray so take what I'm saying with a grain of salt, but I think the idea is that you're supposed to use a GUI that creates that text file for you. I doubt the samples of art in their gallery were created by mathematical geniuses.

      --
      "Derp de derp."
    5. Re:That's backwards by soluzar22 · · Score: 1

      You could be right... When I last used POV-Ray, it was back on the old Atari ST, and in those days, you would crank out the text file by hand. I managed to get a few simple scenes done, even so.

    6. Re:That's backwards by AKAImBatman · · Score: 5, Funny

      I NEED the great computer to win the make great work to win the contest.

      Cry me a river. When I first started using POV-Ray, I had a 486 w/4MB of RAM and a puny 200 meg hard drive! The program came on three 5.12" disks, and I had no TARGA Viewer to see the output! I had to put up with grainy previews just to see what the heck I was rendering!

      Bah, kids these days. 16 million colors, Three-Dee graphics cards, hundreds of megabytes of RAM, not to mention math COPROCESSORS! And you think you NEED a faster machine?! You're all a bunch of whiners, that's what you are! ;-)

    7. Re:That's backwards by ConceptJunkie · · Score: 4, Interesting

      Meh. GUI's are for wimps. I made this without a GUI. I did use a couple of home-grown C++ programs to generate the tree and drapes, but this was done all by writing scripts. Really, it's not that bad for a lot of things.

      Of course, there are no 3D articulated people or detailed sports cars in it or anything.

      Rick

      p.s. Look closely and you'll notice the room isn't furnished.

      --
      You are in a maze of twisty little passages, all alike.
    8. Re:That's backwards by Solder+Fumes · · Score: 5, Interesting

      Well, editing a text file is indeed lightweight. But rendering is a different story...and if you have a slow computer, you can't render as many times to tweak everything just right.

      For example, this takes quite a while to render on a 1.2GHz machine, even though those are just speckle shells and not individual hairs. This wasn't too bad, I think 10 hours on a 233MHz laptop. Likewise with this one. But this one took a couple days on a 1.2GHz machine due to all the internal reflections and focal blurring. Also, this Megatokyo fanart took a day or so to render. Nothing really complex as far as the actual objects go, just a lot of light and atmospherics.

      I also kind of like it for roughing out mechanical parts, though of course it's no AutoCAD. This was part of something I was trying to put together with rollerblade wheels. And here was the furniture set I modeled while planning out a dorm layout one year in college.

      None of this stuff involved modelers at all, just typed in, using macros and recursion where possible. You start with a simple sphere statement, and then it gets addictive.

    9. Re:That's backwards by Anonymous Coward · · Score: 0

      I always wondered what christmas would look like in a house full of robots!

    10. Re:That's backwards by BollocksToThis · · Score: 4, Funny

      The program came on three 5.12" disks

      Now that's hardship - shipping you software on disks that don't properly slot into a 5.25" drive!

      --
      This sig is part of your complete breakfast.
    11. Re:That's backwards by stuph · · Score: 1
      I remember buying a Pentium 120Mhz computer, 32MB of ram just for doing 3D graphics back in 1995. 3 grand..

      Man... 3 grand buys so much now :)

      --
      --Less Thinkin', More Drinkin'...
    12. Re:That's backwards by AKAImBatman · · Score: 1

      Three grand?! My P120 with 16 MB was only 2 grand in '95. Sure 16 megs of memory was expensive, but I hope you at least got 10 gigs of disk for that money! :-)

    13. Re:That's backwards by Anonymous Coward · · Score: 0

      Hell, in my day, I read the source code, and with an abacus in one hand, and a box full of crayons in the other...

    14. Re:That's backwards by Anonymous Coward · · Score: 0

      Is that Alien Gonzales in the boat?

    15. Re:That's backwards by NanoGator · · Score: 1

      That's a nice image, man. And I'm a 3D artist, so hopefully you won't take that as a hollow compliment. :)

      --
      "Derp de derp."
    16. Re:That's backwards by leonscape · · Score: 3, Informative

      There are GUI front ends for Pov, http://www.kpovmodeler.org/ for one, which is part of KDE's graphic package.

      --


      If a first you don't succeed, your a programmer...
    17. Re:That's backwards by Short+Circuit · · Score: 2, Interesting

      I never really messed with POV-Ray, but I do know you can change your rendering resolution, to render faster. That won't capture all the detail, though.

      Perhaps you can render only specific regions of an image at its final resolution?

    18. Re:That's backwards by AKAImBatman · · Score: 5, Funny

      Hell, in my day, I read the source code, and with an abacus in one hand, and a box full of crayons in the other...

      Hah! I can one up you on that one, Mr. AC. When I was five, things were so bad that we had to give computer commands to a TURTLE just to get an image drawn!

      (for those who don't get it)

    19. Re:That's backwards by Solder+Fumes · · Score: 2, Interesting

      Yes, in the Windows GUI you can start a render at your final settings and then stop it. Then you can click on the image and select a rectangle which can then be rendered by itself. However on files like the Seraphim one, even a little 50x100 sliver can take several minutes. I usually use very small sizes to check how atmospherics and reflections look overall at the final quality settings, I use low-detail rendering at full or half-size to place objects, and I render selected areas at full resolution to check on things like texture and atmospheric graininess.

    20. Re:That's backwards by Anonymous Coward · · Score: 3, Informative
      "but I think the idea is that you're supposed to use a GUI that creates that text file for you."

      Not really. While you might use a GUI modler to make some of the 3D models, it's easier to do most of the stuff in the text files.

      The easiest examples to demonstrate this that I can think of are the Povray Short Code Contest Where 256-byte(!!!) programs make incredible 3D scenes including realistic landscapes, pottery collections, urban landscapes, jungles, red-blood-cell closeups, etc.

      With a few more than 256 bytes of source code, you can do wonders. It's an amazing language.

    21. Re:That's backwards by Anonymous Coward · · Score: 0

      Is that why there's a baby reflection OUTSIDE of the window? WTF? I think GUI or not its all about what tool people can use to get the job done in the best way for themselves. If you don't need a GUI then more power to you.

    22. Re:That's backwards by Anonymous Coward · · Score: 0

      Hehe, love the iMove. Keep the ideas coming and a-rendered, man! :)

      (I'm unfortunately slightly past my fantasy characters period, but I know better than to diss what others like and enjoy... unconditional respect is good for everybody. All of those neatly done, there, no question about that.)

    23. Re:That's backwards by Anonymous Coward · · Score: 0

      not bad, though POVRAY renderings always look flat. like that pearl harbour rendering, very detailed but there are FPS games that look more photorealistic than POVRAY

    24. Re:That's backwards by Fred_A · · Score: 1

      I remember that I used to run POV *animations* in a DOS box in Windows 3.something back when I still used that. Must have been on a 386/33 or possibly a 486/50 at the end.

      It ran fine while I worked on Word in the foreground (well tried to work in Word, but that was Word's fault because it was quite broken at the time, even when running by itself).

      I only did very low resolution but had lots of fun at the time. POV was a great tool even back then.

      --

      May contain traces of nut.
      Made from the freshest electrons.
    25. Re:That's backwards by Curtman · · Score: 0, Offtopic

      Any chance you've got a larger desktop wallpaper sized render of Pimp Ferion?

    26. Re:That's backwards by Anonymous Coward · · Score: 0

      Offtopic for replying directly to subject of his comment. Way to go mods, go smoke another one.

    27. Re:That's backwards by Man+Eating+Duck · · Score: 1


      No problem, he probably just read them with a compass :)

      --
      Are you a grammar Nazi? I'm trying to improve my English; please correct my errors! :)
    28. Re:That's backwards by Anonymous Coward · · Score: 1, Insightful

      "First Strike at Pearl" is the oldest image in the HoF (1998, well before POV 3.5), followed by "Lakehurst Disaster". Some of the other stuff has very clear depth to it. ("The Prisoners"?) I think lighting is a big part of this, and texture obviously.

      I think a number of the HoF entries are there for technical skill required more than aesthetic happiness. :/

      Mostly what I've seen from games is really nice textures thrown on dull scene geometry. Sure, the characters get a lot of triangles, but the rest of the world is usually bland. And the textures look photorealistic because they *are* photos.

    29. Re:That's backwards by drooling-dog · · Score: 1

      Heh... Back in the early 80s I had a job writing multispectral image analysis software, but we had no image display device. I used to print out hex dumps of small windows of images in each of the R,G,B channels on a line printer. That was for about a year before we finally got a frame buffer and a nice color monitor. I'm not joking.

    30. Re:That's backwards by SkreamNet · · Score: 1
      p.s. Look closely and you'll notice the room isn't furnished.

      No furniture in the reflection on the ornament on the front of the table. Nice :)

    31. Re:That's backwards by SkreamNet · · Score: 1

      You shoulda put a picture of you naked in the reflection of the ornament. As a homage to the Ebay auctions of legend.

    32. Re:That's backwards by AKAImBatman · · Score: 1

      Somehow that doesn't surprise me. I can just see your boss, "What do you need an expensive frame buffer for? It's just data! It's not like we're doing graphics or anything. Besides, (insert kissup here) says that we can do everything we need with a simple line printer!" :-)

    33. Re:That's backwards by ConceptJunkie · · Score: 1

      Yeah, I placed the last ball right before I needed to do the final render, so I didn't see the results until it had been grinding for a couple days.

      Oops!

      --
      You are in a maze of twisty little passages, all alike.
    34. Re:That's backwards by slapout · · Score: 1

      Oh yea?

      I remember running POV Ray on an 8MHz Atari STe.
      1MB ram. 70Gb hard drive (that cost an arm & a leg).

      I remember having to a special pgm that would trick the 16 color graphics card into displaying 15000 colors so I could see the picture.

      --
      Coder's Stone: The programming language quick ref for iPad
    35. Re:That's backwards by Anonymous Coward · · Score: 0

      I assume you meant a 70 ->MB- hard drive, not Gb.

      I also had a dithering GIF displayer that would produce semi-true color on a EGA 32 color display. The later VGA cards (in that early day) had a HARDWARE dithering RAMDAC that would do it on the fly for 32,000 colors (oooh! aaah!) I think it was called CEG or something like that. Anyway, SVGA made it's debut, and the rest was history.

  2. POV-Ray is for the Hardcore! by soluzar22 · · Score: 4, Informative

    Seriously, POV-Ray is a great piece of software, but if it's not changed since I last used it, then you need to be some kind of math/spacial-relationships/geometry god to create anything cool. Muchos Respect going to those who can do that stuff.

    1. Re:POV-Ray is for the Hardcore! by Solder+Fumes · · Score: 4, Informative

      Yeah, that helps, and it's the way I prefer to do it. But many modelers export to POV-Ray, and there are modelers specifically for it like Moray.

    2. Re:POV-Ray is for the Hardcore! by MillionthMonkey · · Score: 4, Informative

      A free graphical front end for POV-Ray is Moray.

      Also check out Art of Illusion which is a full-featured cross-platform modeler/raytracer but has a POV-Ray export feature. I know the author from work and he is a genius.

    3. Re:POV-Ray is for the Hardcore! by Anonymous Coward · · Score: 0

      It hasn't changed. I remember using it like 10 years ago on a 386 machine and it's still the same.

      And I'm not talking about the scripting language and such, that's not too bad. It's the rendering quality. So... dated and ugly. Like early 90's looking crap.

      After all this time it still looks like shit. I browsed through the Hall of Fame entries. Ha, that's the best?! The output quality just sucks horribly.

    4. Re:POV-Ray is for the Hardcore! by ShinmaWa · · Score: 3, Informative

      A free graphical front end for POV-Ray is Moray [stmuc.comx].

      Well, to be clear, Moray is not free. Its nagware. A fully registered license costs 80 Euros. However, the unregistered version is not crippled. It does nag a lot though.

      --
      The /. Effect: Thousands of users simultaneously accessing a site to not read its content.
    5. Re:POV-Ray is for the Hardcore! by myklgrant · · Score: 1

      Kpovmodeler: http://www.kpovmodeler.org/ is also quite useful. It is a part of the KDE graphics package in most distributions.
      Michael

    6. Re:POV-Ray is for the Hardcore! by geekychic · · Score: 2, Informative

      Is Midnight Modeller still being developed? I remember using that quite a while back. I don't think that was much easier to use than the scripting language, though.

      sPatch was a fun little program too - great for those organic shapes I couldn't script. I don't know how much help these programs are though -- it's been several years since I've done any raytracing.

    7. Re:POV-Ray is for the Hardcore! by j1m+5n0w · · Score: 2, Insightful

      The scripting language is really not all that bad (especially compared to VRML, the other graphics scripting language I've used). You can build complex objects by generating them within loops or recursive macro calls - you can make a halfway decent looking tree in less than a page of code. If you're used to pointing and clicking, it can be a pain, but some things that would be near impossible to create in gui modeller are easy to program.

      CSG helps the user friendliness quite a bit. With ray tracers, it's algorithmically trivial to subtract one object from another, so they expose those capabilities to the user.

      Here's something I did. Except for the jolly roger (which you can't really see anyways) and one of the textures, it's all code, even the lumpy rocks.

      -jim

    8. Re:POV-Ray is for the Hardcore! by dcuny · · Score: 1
      You might want to check out JPatch, a patch modeler implemented in Java. Although it's still in beta, it goes way beyond the capabilities of what sPatch could do. It even handles 5 point patches (ala Animation:Master. It's a great little modeler, and it'll eventually support animation.

      And yes, it exports to POV-Ray.

    9. Re:POV-Ray is for the Hardcore! by Anonymous Coward · · Score: 0

      Gee, I'd say 90's looking crap was pretty fucking advanced and cool for 1987.

      Back to under your bridge, troll.

    10. Re:POV-Ray is for the Hardcore! by Anonymous Coward · · Score: 1, Insightful

      Well, this site is called "News for Nerds" and not "News for lamers" for a reason...

    11. Re:POV-Ray is for the Hardcore! by R.Caley · · Score: 1
      if it's not changed since I last used it, then you need to be some kind of math/spacial-relationships/geometry god to create anything cool.

      Hardly. You need to remember some school geometry and have a reasonably visual imagination.

      I think it's far more fun than the GUI graphics toys. Perfect for programmers, who are used to building abstract descriptions in order to create concrete end results.

      --
      _O_
      .|<
      The named which can be named is not the true named
    12. Re:POV-Ray is for the Hardcore! by cafard · · Score: 1

      I wish i had a mod point for this one! You're spot on! 8-D

      --
      This post is awesome.
    13. Re:POV-Ray is for the Hardcore! by Anonymous Coward · · Score: 0

      10 years ago was the 90's dumbass

    14. Re:POV-Ray is for the Hardcore! by Skinny+Rav · · Score: 1
      Here's something I did. Except for the jolly roger (which you can't really see anyways) and one of the textures, it's all code, even the lumpy rocks


      Impressive, most impressive :-) but it brings a question (and I am too lazy to google for answer ;-) ): do people publish code for such gems? Or rather keep it secret just showing stunning results?

      Raf
    15. Re:POV-Ray is for the Hardcore! by j1m+5n0w · · Score: 1

      Most of the irtc entrants publish their code. I just uploaded my code here, and there's a better rendering here

      -jim

    16. Re:POV-Ray is for the Hardcore! by OrangeTide · · Score: 1

      the JPatch link you gave us is for a program to patch java apps while they are running. It's neat but it's not a modeler. I think you meant .com rather than .org JPatch

      --
      “Common sense is not so common.” — Voltaire
    17. Re:POV-Ray is for the Hardcore! by Anonymous Coward · · Score: 0

      D'oh!

      Thanks!

    18. Re:POV-Ray is for the Hardcore! by Anonymous Coward · · Score: 0

      and your point, fuckwit?

  3. Also check out... by Anonymous Coward · · Score: 5, Informative

    Also check out http://www.irtc.org/.

    Internet Ray Tracing Competition

  4. On usenet:news.povray.com by suso · · Score: 4, Informative

    There are a couple of binary groups for povray on their own news server and some of the things that the people do there are really neat. They experiment with making povray do cloth effects and glowing. It's neat to see them develop these functions over time. Some of the early tries are kinda funny. Plus, there is a lot of cool stuff on the newsgroup that never makes it into the IRTC contest or POV-Ray hall of fame.

  5. Got my entry sorted! by Kris_J · · Score: 5, Funny

    A red and white checkered ball next to a Roman arch with a background of stormclouds. It's going to kick arse.

    1. Re:Got my entry sorted! by NanoGator · · Score: 3, Funny

      "A red and white checkered ball next to a Roman arch with a background of stormclouds. It's going to kick arse."

      Make sure to use chrome and marble textures!

      --
      "Derp de derp."
    2. Re:Got my entry sorted! by mobby_6kl · · Score: 1

      >A red and white checkered ball next to a Roman arch

      My plain gray teapot will easily pwn your ball no matter what fancy textures you use!

    3. Re:Got my entry sorted! by Anonymous Coward · · Score: 0

      That's not what my pipes think!

    4. Re:Got my entry sorted! by Anonymous Coward · · Score: 0

      Yeah? My ball has a mirrored surface, sitting on a checkered floor. You are so pwned.

      I might put in a couple of glass balls that distort the stormclouds just to lock in my prize.

  6. Where's the cross-project support? by oostevo · · Score: 5, Interesting
    Don't get me wrong, POV-Ray is a wonderful renderer.

    I'm getting a bit sick, though, of having to use a conversion script every time I want to render something from Blender in POV-Ray (if even just to test the camera angles or lighting).

    Any word on either the Blender or POV-Ray project getting a bit of compatibility between the two biggest open source 3D projects?

    --
    In soviet russia, You ask not what country do for you, but what you do for country!
    Oh wait...
    1. Re:Where's the cross-project support? by ScottGant · · Score: 3, Insightful

      Well, Blender has it's own renderer built into it...and it now has built in Yafray compatibilies, which both are better renderers than POV-Ray IMHO.

      I'm not sure if they're going to be pointing it anymore toward POV-Ray as they seem to be heading down the Yafray path. But since anyone could write a plug-in for it, I don't see it being impossible for POV-Ray to be better intergrated.

      --

      "Music is everybody's possession. It's only publishers who think that people own it." - John Lennon.
    2. Re:Where's the cross-project support? by aardvarkjoe · · Score: 2, Informative
      Last time I looked, Blender's renderer, while decent, couldn't hold a candle to raytracers; it was mainly good for previewing. However, that was back before the whole open source blender thing, so it may be improved.

      Unfortunately, Yafray has some of the weirdest compilation requirements I've ever seen. And glancing at their page, it looks like they've gotten even worse than last time I looked -- now you not only need a particular point release of g++, you also need some weird build tool called scons. And you have to compile Blender from scratch, too. When I tried to get the thing working a few months ago, I finally gave up in disgust. Maybe someday when I can install it easily, I'll give it a shot, but for now I'll just stick with pov-ray.

      --

      How can we continue to believe in a just universe and freedom to eat crackers if we have no ale?
    3. Re:Where's the cross-project support? by ScottGant · · Score: 2, Informative

      you should take a look again at Blender.

      Also, I haven't had any problems with Yafray and Blender 2.3.4...which is the latest release that integrats Yafray into Blender.

      But I also compiled it all from scratch since I'm on Gentoo...and "emerge blender" took care of everything really. But your milage may vary.

      --

      "Music is everybody's possession. It's only publishers who think that people own it." - John Lennon.
    4. Re: Where's the cross-project support? by dcuny · · Score: 1
      More specifically, in addition to having a built-in zBuffer renderer, Ton added in his old raytracer code.

      People are working on adding distributed raytracing and photon mapping, so I expect that the internal renderer will be very cool in a few releases.

    5. Re:Where's the cross-project support? by Walles · · Score: 1
      Why do you want to build any of them from source?

      As somebody said here, on Gentoo you can get them through e-merge.

      On Debian you can "apt-get install blender " or "apt-get install yafray " (or even "apt-get install scons " if you insist on building from source).

      I'm sure you should be able to do the same on your favourite distro, just have a look, read some docs or ask your fellow users.

      --
      Installed the Bubblemon yet?
    6. Re:Where's the cross-project support? by david.given · · Score: 4, Interesting
      you should take a look again at Blender.

      I want to like Blender. I really do. Every so often I have another look, try and make it do what I want, and give up.

      The user interface is fine, I can cope with that. The problem I have is it's so weird and inconsistent under the hood. Admittedly, most of these problems stem from using the scanline renderer; I haven't investigated Yafray.

      For example:

      I want to make a planet. Fine, I create a sphere for the planet and a omni light source for the sun. That works.

      Now I want an atmosphere. I create another sphere, a bit bigger than the planet. Doesn't work. Do some investigation... Blender doesn't do volumetric effects. Damn.

      I look into halos. Eventually I manage to get something in roughly the right place, although it looks crap. It's also being lit by the sun even when it's behind the planet.

      After more investigation, eventually I find out that I have to turn on shadows on the planet and the atmosphere; and shadows only work if you're using spotlight lamps! This strikes me as incredibly broken.

      So I switch to a spotlight lamp. Now most of the features of my planet are there, although it looks really awful. One of the problems is that the lamp is too close to the planet, so that the light isn't parallel. I move the lamp away... and everything goes black.

      More investigation reveals that spotlight lamps seem to stop illuminating anything more than 40 units away. Just dead. At one stage I had half the planet illuminated and the other half in complete blackness.

      It was at this point that I gave up. In Povray, however, I was happily rendering entire solar systems to scale, so that my planet was 12000 units in diameter, the sun was 150000000 units away, my camera was 0.002 units above the planetary surface, and it worked perfectly. Plus, I had a whole bunch of programmatic macros to map a latitude and longitude on my planet onto my universal coordinate space for any given date and time, which was cool.

      Another thing I hate about Blender is its insistence on using meshes for everything. Meshes are grainy, eat memory, and look naff if you zoom in too far (like on my planet). Oh, it does have basic CSG support, but what happens if I create a complex model and then decide that I want to move one of my primitives a little to the left? I can't, that's what. Once you've applied the CSG operation that's it; if you want to change something, you have to start from scratch. Povray's script-based system means that you just change one coordinate and rerender.

      There is stuff I like in Blender; the texture system is really nice, and I wish I could find a way of exporting a Blender texture and using it in Povray. Being able to just point at things instead of searching through your script is useful, and being able to position stuff visually rather than typing in coordinates is wonderful. The inverse kinematics would be cool, too, if I could ever make it work.

      Plus, at my level of skill, Povray looks so much better than Blender. I never managed to make Blender's scanline renderer produce anything halfway decent. But Povray, with its mathematically perfect shapes, looks wonderful every time. I can focus on the scene content, and not have to keep adding hacks to improve the image quality.

    7. Re:Where's the cross-project support? by lowmagnet · · Score: 2, Insightful

      Try this in blender:

      1. Create a level 3 icosphere
      2. Go to the object edit tab
      3. Set it to smooth
      4. If that is not smooth enough for you, enable subdivision surface, and bump it to 6 (not the editor value, but the render value.

      That should look close to a povray sphere primitive. Also, if you texture the planet, you can add a deform to that (high point due to subdivision) mesh you just created are really get a lot of bang out of your sphere.

      Blender can't do volumetric stuff just yet. Tough, with as far as it's come since 2.3, it won't be long. The open-source Blender is way better than the closed source one, and getting better at a faster rate than POV. Then again, I think POV is perfect, so you can't improve on that very easily!

      --
      Heute die Welt, morgen das Sonnensystem!
    8. Re:Where's the cross-project support? by 6Yankee · · Score: 2, Funny

      At one stage I had half the planet illuminated and the other half in complete blackness.

      Sounds about right to me!

    9. Re:Where's the cross-project support? by Anonymous Coward · · Score: 0
      More investigation reveals that spotlight lamps seem to stop illuminating anything more than 40 units away. Just dead.
      Huh? That's not true. That's what the "Dist" button in the Lamp Configuration Options is for.
  7. Re:For one frame, cool by syousef · · Score: 3, Informative

    Povray is a ray tracer.
    Photoshop is a photo editor.

    You might as well say MS Word is great but does it have the same text editing capabilities as Excel.

    Apples and Oranges.

    --
    These posts express my own personal views, not those of my employer
  8. 3D for the masses by michaelbuddy · · Score: 5, Informative

    POV RAY is not for the feint of heart, that's for sure. I don't know about most slashdotters, but I have a great challenge as it is, learning blender and YAFRAY to create and render 3D scenes.

    Go To blender.org and download 2.34, you won't be disappointed. OK, I maybe you will be disappointed, but at least you'll have GUI to learn.

    --

    ...::----::...

    I am in no way affiliated with this sig.

    1. Re:3D for the masses by aardwolf204 · · Score: 1

      I keep trying to learn blender because my copy of 3DS is, um, educational, and I would rather have something OSS. I've scoured the Internet but have not been able to find any good tutorials on the latest version of blender. My biggest problem is the default view. There has to be a way to get the standard 4 pane view going in blender somehow. Im sure someone will mod me as flaimbait and tell me I need to get with the times and 4 pane views are for wussies but I find them really helpful when modeling. Any advice? URLs welcome.

      --
      Im dreaming ofa big bndwdth, That can resist the /.crowd.May ur days b merry & bright & may al
    2. Re:3D for the masses by Anonymous Coward · · Score: 0

      As a coder, I find POV-Ray a lot easier to use than Blender. Trying to draw a 3D scene using 2D surfaces is confusing enough, and Blender's wonky UI doesn't help. With POV I can design in 3D in my head and describe it precisely in code, which is what I'm used to doing anyway.

      But then I'm not the masses...

  9. Dangerous by kaleco · · Score: 3, Funny
    POV-Ray is clearly a weapon of deception and should therefore be banned.

    And the artists responsible for that hall of fame should be shot for being better than me.

    --
    Prosperity is only an instrument to be used, not a deity to be worshipped. Calvin Coolidge
  10. Re:For one frame, cool by soluzar22 · · Score: 4, Informative

    POV-Ray is not a program like Photoshop. POV-Ray could better be compared to a program like 3DS Max, or Lightwave, or any other 3D Modelling software. For a free equivalent to Photoshop, you should use GNU's "The GIMP" (GNU Image Manipulation Program).

    To program a 1-minute full-motion 3D scene in POV-Ray? Well that depends on the complexity... how many primitives you are using, and such like. You will need to have a VERY clear idea in your head of what you want, before you even begin. POV-Ray is, as I said before, not terribly easy to use. It's EXTREMELY powerfull though. You just need to invest 15 lifetimes in learning how to use it. :-D

  11. POV-Ray is for the Hardcore!-Thac by Anonymous Coward · · Score: 2, Informative

    Wings3D on thacs.rpms can export POV-Ray and other renderers as well.

  12. Re:For one frame, cool by bfree · · Score: 5, Funny
    Does Povray have the same capabilities as Photoshop?
    Does a t-shirt have the same capabilities as a leprechaun?
    --

    Never underestimate the dark side of the Source

  13. Re:For one frame, cool by michaelbuddy · · Score: 1, Informative

    It would take somewhere between 1 minute and 1 week to render a 30 frame series for a scene. Depends on the calculations. normally if you don't have any speculars, and mirror reflection, you've cut your time considerably. photoshop and POVRAY is like comparing slashdot to michaelmoore.com

    --

    ...::----::...

    I am in no way affiliated with this sig.

  14. For one frame, cool-Eclipse. by Anonymous Coward · · Score: 1, Funny

    I'm waiting for the Eclipse plugin.

  15. What a coincidence! by Pope+Raymond+Lama · · Score: 4, Interesting

    I had just used POV-Ray today, after many months. Just because I needed certain texture detail GIMP lightning effects could not do for me.

    I use POV since 80386/DOS days...and while working my way through it today I concluded that nowadays I would never have gotten the resources (time/persistence) to learn it.

    --
    -><- no .sig is good sig.
  16. 1,2,3 by michaelbuddy · · Score: 4, Funny

    1. Learn POVRAY = 68 Years
    2. ENTER CONTEST and beat the other guy who knows POVRAY
    3. PROFIT!!

    --

    ...::----::...

    I am in no way affiliated with this sig.

    1. Re:1,2,3 by Tablizer · · Score: 2, Interesting

      Learn POVRAY = 68 Years

      I once played with POVRAY for a few weeks between contracts during the depth of the dot-com slump, and had a great time. However, you are right that to know most of it probably takes many years (unless you are a rare super-wiz).

      However, one "trick" is to find an interesting idea, not so much finding the ultimate effect or ultimate tweak. For example, use combinations of a few simple shapes and ideas to construct an otherwise complex or interesting object. You can make up for your lack of technical ability with creativity, and visa versa with the tool.

      If you are a tech whiz or very patient, then you can win by recreating a photograph by defining minuute details. It is just a matter of coordinates. But a stunning view of simple things from an artistic angle can also win the prize. Find a concept in POV that interests you and play with the one concept for a while. You might find an interesting idea or scene sooner than you think. Some people build a forest, others search a forest.

  17. That's backwards-Count down by Anonymous Coward · · Score: 1, Funny

    Wimps. Back in my day we used a horsehair brush and paints. Applied to a numbered board.

    1. Re:That's backwards-Count down by Anonymous Coward · · Score: 1, Funny

      numbered?? you had numbers? ... (insert back in my day comment here)

  18. Re:For one frame, cool by Anonymous Coward · · Score: 0

    Not render a scene. Program a scene.

  19. Re:For one frame, cool by AKAImBatman · · Score: 4, Interesting

    To program a 1-minute full-motion 3D scene in POV-Ray? Well that depends on the complexity... how many primitives you are using, and such like. You will need to have a VERY clear idea in your head of what you want, before you even begin.

    When I first started animating with POV-Ray, I found a little program that would generate include files. Basically, you'd create your POV-Ray file and enter a set of variables into the coordinate spots. These variables would be in an include file that didn't exist yet.

    Then, you'd plug those variables into this little program and tell it the minimum/maximum values and the number of frames you wanted. It would then generate a DOS batch file that would use "echo" statements to create the include file every frame. Worked pretty well (if you had the disk space). :-)

    These days POV-Ray just has variables that go from 0.0 to 1.0.

  20. IRTC by Thomas+Charron · · Score: 2, Informative

    Another location too see amazing Pov-Ray images is http://www.irtc.org

    Alot of the hall of fame images are actually winners of that ongoing competition

    --
    -- I'm the root of all that's evil, but you can call me cookie..
  21. what's that sign? by Anonymous Coward · · Score: 1, Funny

    in the office picture?
    You are not allowed to smoke and,,,,,
    talk into a microphone?
    eat ice cones?
    play darts?

    apart from that it's damn fine work.
    In the world of raytracing, I have never got past the place a cone and a metal sphere on a checkerboard myself. :D

    1. Re:what's that sign? by B1ackDragon · · Score: 2, Informative

      That's the pov-ray logo.

      --
      The snow doesn't give a soft white damn whom it touches. -- ee cummings
    2. Re:what's that sign? by Anonymous Coward · · Score: 0

      Damn you are right. It's right on the top of the page. 8-)
      That's what happens when surfing at 4 AM.
      tnx.

    3. Re:what's that sign? by Lehk228 · · Score: 1, Redundant

      wow that image is impressive, when i first saw it i thought "what the fuck, the discussion is about POV-Ray why the fuck did someone post a link to a picture of an office", then i realized "holy shit the office isn't real"

      --
      Snowden and Manning are heroes.
    4. Re:what's that sign? by Erik+Fish · · Score: 2, Insightful

      At first I thought it was a rendering of the office from Glengarry Glen Ross, but then I saw the printer.

      If you made the room longer, re-arranged the furniture, put some shelving under the windows and a coffee maker in the back it would be just about perfect, though...

    5. Re:what's that sign? by tehcyder · · Score: 1
      Very impressive, but the glossy tiled floor is a bit unrealistic - most offices I've worked in have coffee-stained mismatched carpet tiles.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    6. Re:what's that sign? by GodEater · · Score: 1

      I like the fact that there's the no smoking sign, but there's an ashtray with a lit cigarette in it on the desk in the foreground. Nice work.

      --

      Gentlemen, start your penguins

    7. Re:what's that sign? by Anonymous Coward · · Score: 0

      A bit dense, are we?
      There's also the no-povray sign and a POV-Mag and a POV-Session.

  22. Re:For one frame, cool by ShinmaWa · · Score: 1

    Not render a scene. Program a scene.

    Okay. Same answer. How long is a piece of string?

    I can program a cube spinning on its axis that lasts for 1800 frames (1 minute at 30fps) in about 3 minutes. Want something more complex? It'll take more time.

    --
    The /. Effect: Thousands of users simultaneously accessing a site to not read its content.
  23. Re:For one frame, cool by Kismet · · Score: 4, Informative

    POV-Ray is not 3D modelling software. It is a ray-tracer: a program that reads a scene description file and uses a ray-tracing algorithm to produce an image.

    For 3D modelling software that works with POV-Ray, check out Moray or Wings3d. You can also use a program such as 3DS Max to model scenes for POV-Ray if you have appropriate software to convert the scene file to a format that POV-Ray understands.

  24. Re:For one frame, cool by Anonymous Coward · · Score: 0

    Eh, I think you meant to ask if its got the same capabilities as Lightwave,3DStudioMax,etc.. I use Lightwave almost daily. About a year, or 18 months ago I tried out PovRay. Not nearly as user friendly, and took about 60% longer to render very similar scenes on the same PC. Granted its several thousand dollars less, so its great for hobby users, but its currently totally inadiquate for professional use.

  25. Does anyone have by afidel · · Score: 1

    the image of the train station with the jade tiger that was in the shareware catalogs back in the day advertising POV?

    --
    There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
    1. Re:Does anyone have by afidel · · Score: 1

      Thanks, found the file, interestingly enough the copyright is 1991, so obviously POV is more than 10 years old =) Header says it took 40 hours to render on a 486/33 (probably at 640*480, no AA!). Unfortunatly it will not render under modern versions of POV, even with #version 1.0 directive.

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
  26. Speaking of which... by aquasheep · · Score: 5, Informative

    One of the hall of fame pictures featured, The Wet Bird was the March-April 2001 IRTC Winner.

    This is an amazing piece of artwork. One of the other artists (scroll to bottom) even mentions that "The Wet Bird" was accused of being a photograph when it was submitted.

    Unbelievable stuff.

  27. I'm confused by Sinner · · Score: 2, Insightful

    Is this the same mirrored-sphere-on-infinite-checkboard POV-Ray? The one where you have to describe all your objects and light sources in a big text file which then takes all day to render? How the hell did they get it to do those amazing things?

    --
    fish and pipes
    1. Re:I'm confused by aelbric · · Score: 2, Insightful

      4 words.

      Hell if I know.

      I swear to god, either I'm getting old, these people are absolutely brilliant, or it's time to turn in my Geek Membership card.

      Kudos to all the talent.

      --
      nos laetus epulor qui would domito nos
    2. Re:I'm confused by Sinner · · Score: 1

      Oy! That wasn't a troll! It's a serious question! Those images are awesome, and I'd seriously like to know how they came out of POV-Ray, which I had been assuming was totally obsolete.

      --
      fish and pipes
    3. Re:I'm confused by RichardX · · Score: 1

      Is this the same mirrored-sphere-on-infinite-checkboard POV-Ray? The one where you have to describe all your objects and light sources in a big text file which then takes all day to render? How the hell did they get it to do those amazing things?

      Yes. In exactly the same way C++ is that "hello world" language, and HTML is the language that was used to make the hamsterdance page...
      Just because poor quality things are made with a language doesn't mean that's all it's capable of.

      --
      Curiosity was framed. Ignorance killed the cat.
    4. Re:I'm confused by grumbel · · Score: 2, Informative
      Easy, they didn't. Stuff like trees, grass and landscape can be generated with fractals and macros of course, but when it comes to humans, special textures or other kinds of objects that you can't easily express via scripting they fall back to textures taken from photos, 3d modeles, modeled in 3dmax, Poser or wherever and other stuff outside of Povray. Povray is than of course used to link anything back together and render the final image, but Povray is by no means the only application that played a role in creating the final image.

      That said, there are of course also a lot amazing images that are 100% done in Povray, but as said, that is than more done with fractals and stuff, than 'modeled'.

      As an example see the Making of 'The wet bird'

  28. Re:For one frame, cool by stuph · · Score: 1

    There are some days I get so fed up w/ Word I edit my text in Excel... at least there I can force it to do what I want, rather than the program forcing me to do what it wants :)

    --
    --Less Thinkin', More Drinkin'...
  29. Re:For one frame, cool by rat7307 · · Score: 2, Interesting

    Hey, I remember that.. You used to be able to get it to move alon a curve that had keypoints defined like:

    curve(or whatever)(0,0,0,0,10,1,0,0,20,0,0,1);

    If only i could remember the name of that app.

    BTW : Props to the POVRAY Team.. Been tracing since my old 286 days, initially using Vivid and DKBTrace.. Love POV, still use it...

    Who needs stinking GUI's????

    Kids today...

    --
    Burma?
  30. Re:For one frame, cool by AKAImBatman · · Score: 2, Interesting

    but its currently totally inadiquate for professional use.

    While I agree with you in principle, you have to understand that POV-Ray has been around since before "realistic" professional 3D packages existed. POV-Ray blazed the trails that all other packages have followed. Sure, it's outdated and difficult now. But back in 1994, it was the most amazing thing ever.

    Depsite it's age, however, POV-Ray still makes an inexpensive solution for doing up 2D game graphics, wallpapers, title screens, splash screens, and a lot of other types of graphics.

    (BTW, are they sure it's only been 10 years? I could swear that POV-Ray has been around for 11 or 12.)

  31. Povray examples in 256 characters by gtoomey · · Score: 5, Interesting

    You can make complex scenes with Povray in 256 characters or less

    1. Re:Povray examples in 256 characters by black+mariah · · Score: 1

      Yeah, that's some truly frightening stuff. The crap thing is that most of those are better than stuff I spent hundreds of lines of code on when I used Pov all the time. :(

      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
  32. Too hardcore by Anonymous Coward · · Score: 0
  33. Re:For one frame, cool by black+mariah · · Score: 1

    Its predecessor, DKBTrace, was around for a bit before POV was born.

    No, Povray has not been around since before 'realistic' professional 3d packages existed. It has not blazed trails. Renderman is much older and as always been about fifty steps ahead in development. Do you think Povray had the same capabilities as Renderman in '95? Hell no. There were maybe three renderers that could have done what Renderman did then (Renderman, maybe Mental Ray, and Prisms... obscure). Povray is great, but let's not start the revisionist history so soon.

    --
    'Standards' in computing only impress those who are impressed by things like 'standards'.
  34. Re:For one frame, cool by Anonymous Coward · · Score: 0

    What kind of t-shirt?

  35. Re:Yafray by black+mariah · · Score: 0

    "Never mind the fact that it has about a fifth the features, half the speed, and mediocre output... IT'S GPL!"

    Moron.

    --
    'Standards' in computing only impress those who are impressed by things like 'standards'.
  36. Forget the contest - Do LEGO in POV by Graemee · · Score: 2, Interesting

    Use POV to render your lego creations. Check out www.ldraw.org

    1. Re:Forget the contest - Do LEGO in POV by afidel · · Score: 2, Funny

      At first I thought you said LOGO, I was like "cool, a photorealistic movable turtle cursor".

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
  37. Amazing by michaelbuddy · · Score: 2, Funny

    More amazing than the images from the contest are the fact that people have been using this program for 10 years making such beautiful images and the documentation is like 50% complete.

    It does look a lot like CSS or perhaps SVG would be more accurate.

    --

    ...::----::...

    I am in no way affiliated with this sig.

  38. Re:For one frame, cool by AKAImBatman · · Score: 1

    Its predecessor, DKBTrace, was around for a bit before POV was born.

    Ah, that's right. I'd forgotten all about that. Of course, POV-Ray was born on Compuserve, away from my prying eyes. :-(

    No, Povray has not been around since before 'realistic' professional 3d packages existed. It has not blazed trails. Renderman is much older and as always been about fifty steps ahead in development.

    Now hold on a moment here. I remember '94 fairly well, and I'm pretty sure that Renderman was NOT creating ray traced images. In fact, all the packages I remember from the time did more or less simple poly-fill stuff. Renderman was so cool because it made neat animations (like the jumping desk lamp) really easy to do. (Not that you could get ahold of a copy of Renderman without selling your soul.)

    Now maybe I'm wrong on this, but I don't remember any true "photo-realistic" competition (besides a few other shareware ray tracers that I can't remember) until Lightwave came along and made 3DSMax get their asses in gear.

    While we're on the subject, do you remember who the big ray tracing guru was back then? If I recall correctly, he was some guy with long red hair, and had a first name that was something like "Dan". I'd look it up, but at the moment I'm about 250 miles from my old ray tracing book.

  39. Depends, but a long time by boomgopher · · Score: 3, Interesting

    I did a one minute video for school (not posting the link, sorry), 30fps, with 3-6 frame oversampling for some motion blur, and it took like 3 days on between modern 4-7 PCs.
    It was using radiosity, and there was about 70,000 objects in the scene.

    So, along freaking time basically. But the results are great, as good as many commercial apps. So it does have "professional power", IMHO. But it's a renderer and script editor, not a modeller - so it's not Maya or Max if that's what you're getting at.

    --
    Your hybrid is not saving the environment. Its purpose is to make you feel good about buying something.
  40. Not 10th Anniversary by Anonymous Coward · · Score: 0

    I was using this in 1993 or earlier. Not quite sure where the person that submitted this got the 10th anniversary bit. I don't see anything like that on the web page.

    Z.

    1. Re:Not 10th Anniversary by erich666 · · Score: 1

      Well, you're right, actually. For example, in 1993 there were already a slew of tools for POV-Ray. I should have said "10th anniversary of the official site", but didn't want to get too long-winded.

  41. Slug, you say? by Tablizer · · Score: 2, Funny

    Me, I'm a no-talent slug

    Damn! I was going to do a slug. You took my creative idea. Somebody already beat me to a slashdotted sky-server also. Great job they did on that fiber-optic cable coming out of the front.

  42. It isn't *that* hard to use POVRay by fejikso · · Score: 2, Interesting

    Yes, it takes a while to learn the syntax, as in any other language... but with a little geometry notion you can do very nice things.

    Here are a few of my POV experiments:
    Cut glass
    Dice
    Three balls

    1. Re:It isn't *that* hard to use POVRay by oojah · · Score: 1

      And the tutorial in the help manual is good.

      You can be producing pictures quite quickly.

      Roger

      --
      Do you have any better hostages?
  43. Re:For one frame, cool by Short+Circuit · · Score: 1

    Just a guess, but maybe you ought to learn about tab stops. :)

    I tutor computer courses at the local community college, and I've found that tab stops are Word's primary tool for horizontal positioning.

  44. I'm confused-Vision-quest. by Anonymous Coward · · Score: 0

    Small hint. Look at the world like an artist.

    Get the book :Drawing on the right side of the brain, and it's sequal.

  45. I'm confused-DNA. by Anonymous Coward · · Score: 0

    "Oy! That wasn't a troll! It's a serious question! Those images are awesome, and I'd seriously like to know how they came out of POV-Ray, which I had been assuming was totally obsolete."

    Do you assume that DNA is obsolete? POV-Ray is procedural based. So's DNA.

  46. only 10 years? by photon317 · · Score: 2, Insightful


    I remember buying a povray book at the bookstore, which came with a version of povray on CD, when I was in high school, and I graduated in '94. I suppose it's remotely possible I'm not remembering clearly, or that I got the book just before I graduated and what was on the CD was the first release or something.... Still, I would have guessed at least 12 years, if not much longer. I seem to remember povray having origins in compuserve back before I was using it (I had no compuserve at the time, just FidoNet).

    --
    11*43+456^2
    1. Re:only 10 years? by photon317 · · Score: 3, Insightful


      Ok, I found the book, it was a Waite Group Press book called "Ray Tracing Creations", copyright is 1993, and it did include povray on CD. I also just hit povray.org to see if they said something about the date they're claiming is the 10th anniversary - it's the povray.org *website*'s 10th anniversary, not the 10th anniversary of povray itself. Fix the damn article :)

      --
      11*43+456^2
    2. Re:only 10 years? by Anonymous Coward · · Score: 1, Informative

      Actually, it's 18 years old. David buck originally developed DKBTrace in 1986 and I did the first PC port and called it POV-Ray in 1987. The website, povray.org is what is having the 10 year anniversary.

    3. Re:only 10 years? by Black+Cardinal · · Score: 1

      I have that book, too, although I bought my copy in 1995 or 1996. However, I do remember ordering a 4-floppy disk set (1.2MB 5.25" floppies) with POV-Ray in 1993, and having fun using my 386SX computer render spheres over checkerboards. So I agree, POV-Ray has definitey been around for longer than 10 years.

    4. Re:only 10 years? by Falrick · · Score: 1

      You're right. POV Ray, the renderer, is actually 13 years old; my 10th aniversary keychain says 1991-2001.

      --
      something clever
    5. Re:only 10 years? by Animixer · · Score: 1

      Ray tracing creations! That book was what got me into computer graphics, granted, there was a limit to the complexity of the scenes I could make on my 20mhz 386sx with 4mb of RAM. :) I must have read that book at least a thousand times....it bugs me to this day that I lost it a few years ago when I moved. The follow-on book, Ray Tracing Worlds, was nowhere near as good.

      I fondly remember making simple FLC animations with DTA (dave's targa animator)....the only way you could possibly make something look decent was to make absolutely sure that everything was symmetrical in movment...such as a bunch of gears and whatnot....pump out 20 frames or so for something that rotated by 10 degrees and had appropriate rotational symmetry, loop it, and voila! A pretty sweet animation to impress your friends. :)

      povray +itest.pov +otest.tga +ft +dgt +w320 +h240 +kfi0 +kff23 +ki0 +kf1.0 +kc +a0.05 +r4 +j0.0

      Just have something do "rotate y*clock*10" or something....simple easy.

      I always admired POV-Ray because all the other renderers I had seen looked like total crap because they approximated everything with triangles. Screw that, when I want a sphere, I want a real sphere, not some blocky piece of polygonal crap like we still have in games.

      One thing I was working on was a method of what I called "adaptive temporal anti-aliasing". Basically a utility to help produce motion blur in a not-quite-brute-force manner, even simulating different exposure times (for instance, for 24fps, you may not always want each frame to encompass 1/24th of a second of exposure). Maybe I'll start work on it again. :)

      --
      man tunefs | grep fish
  47. More than 10 years old... by Anonymous Coward · · Score: 0

    I'm quite certain I was using POV-Ray in 1992, perhaps even 1991, and it wasn't new then. 10th anniversary was awhile ago guys...

  48. Re:For one frame, cool by dcuny · · Score: 3, Informative
    RenderMan is very cool, but animation isn't an intrinsic feature. The program that does the animation magic at Pixar is called Marionette, and I've only seen a couple screenshots of it. The interface looks like a spreadsheet, but it's very powerful - there are all sorts of parameters the animators can adjust for pre-determined actions (roughly akin to morphs).

    RenderMan itself is an implementation of the Reyes renderer ("Renders Everything You See"). First and foremost, it's a zBuffer rendering engine.

    It had lots of really cool features - the ability to render tons of geometry without having to have the entire scene in memory, a very powerful shading language, the brilliant folks at Pixar pushing it to the limits...

    Anyone remember "The Road to Point Reyes"? (A link to it would be appreciated; I can't seem to Google it).

    These days, it's even got a raytracer built into it. (A moment of silence for ExLuna and BMRT, please).

    It also helps to have folk like John Lassiter running the place, who's well grounded in "classical" animation.

  49. Great 3D modeler by dpokorny · · Score: 1

    Back in '97, when I was waiting for escrow to close on a house, I used POV-ray to model one of the rooms as a home theater. It was the best tool at the time to visualize whether the new furniture and projection screen would fit in the room. It was my best POV-ray programming effort to date! I found the pov scene file the other day and was able to relive some memories.... it was just a little dissapointing that the scene I used to wait and hour for took less than a minute to render today.

  50. Got Ya Beat by Anonymous Coward · · Score: 5, Informative

    I'm one of the 2 original developers of POV-Ray. Originally, it was called DKBTrace. I actually coined the name "POV" for it, and did the initial port to IBM-PC from Amiga, as well as wrote the orginal display preview routines and many of the internal textures.

    When I co-developed POV-Ray, I did it on a 20 Mhz 286, with a '287, That right, a 286!! It had about 8 MB of extended memory. It ran 4 60 GB Full-height 5-1/4" MFM Hard Drives - 2 with an old XT controller and the main 2 with the standard AT controller. The VGA card had just been introduced and we needed more colorful apps badly!

    A simple test trace of a sphere and checkerboard would take 2-4 hours. A moderately complex scene would take 2-3 DAYS at 640x480 and AA on.

    POV-Ray was developed between the two of us over the period of about 3 years, transferring files via MODEM at 2400 baud back and forth. A friend set us up a Raytracing BBS to distribute it, called "You Can Call Me RAY". Eventually, Compuserve gave us a complimentary development area to use there (and that was back when they were charging $$$ by the MINUTE, that was nice of them!).

    After 5 yars of intense development, the original author and I burned out and let the current group continue to develop and distribute the program. All this was several years before "The Internet" became a thing. It is really gratifiying to see what some of the true artists have done with "my baby".

    1. Re:Got Ya Beat by Anonymous Coward · · Score: 0

      Assuming you're Aaron, I believe the POV folks were trying to contact you a while back. You might want to drop over to news.povray.org (HTTP link) and give them a yell.

    2. Re:Got Ya Beat by rs79 · · Score: 1

      I actually coined the name "POV" for it, and did the initial port to IBM-PC from Amiga

      I remember POV-Ray for the Amiga back in the late 80's. So what exactly is this a 10th anniversary of?

      --
      Need Mercedes parts ?
    3. Re:Got Ya Beat by 0prime · · Score: 1

      It's the 10th anniversary of the registration of povray.org

      --
      I am not a *blank*, but I did stay at a Holiday Inn Express last night.
    4. Re:Got Ya Beat by jkantola · · Score: 1

      Aaron AC :) I was there, using your software. When the rumor spread that DKBTrace was in limbo me and my friend back then where geniously worried -- even though we liked Polyray and Vivid, we felt that DKBTrace was still the only right direction simply because of the capabilities of your SDL. Man, when the news got out about your testamenting the codebase to this team... Well let's just say that I was waiting for POV-Ray more than I anticipated Metallica's new album! Then POV-Ray v0.5b hit the sites ... well, I think the POV-Ray Hall of Fame and the current gathering of both ray-tracing developers and artists speaks for itself.

      I myself have been using POV-Ray sporadically all this time, when not for personal recreation then for professional scientific visualization and sometimes even as a test platform for (3D) programming -- the SDL has gotten so /very/ mature.

      Thank You! That's all I'm trying to say :)

  51. Give parent mod points by AKAImBatman · · Score: 1

    Thanks for the info! That's really interesting stuff! Could you answer one question for me, though? There's some argument over whether POV originally stood for "Persistence of Vision" or "Point of View". (I was always partial to the former, myself.) Did POV actually stand for the later and get morphed into the former, or are all these "Point of View" people just making this stuff up?

    1. Re:Give parent mod points by Anonymous Coward · · Score: 5, Informative

      Hehe... Well, I guess this is a Slashdot exclusive; it's been a long asked and wondered about question. It's Persistence of Vision. It was named in homage to my favorite Salvador Dali painting, "The Persistence of Memory", the one with the melting clocks. There, now you have it, the real story.

      It was later pointed out to me that it was a nice double entendre for "Point of View" as well. We were worried maybe the TV show "POV" might get mad (well, not really). Actually, there was another copyrighted program called POV. I can't remember exactly was it was for, but it wasn't rendering or visualization, but that's why we called it "POV-Ray" instead of just "POV".

    2. Re:Give parent mod points by AKAImBatman · · Score: 0, Offtopic

      WooHoo!!! Finally answered after all these years of argument! If we ever bump into each other IRL, remind me to buy you dinner! :D

    3. Re:Give parent mod points by p3d0 · · Score: 1

      Yes, there we have it. The authoritative answer from an anonymous author.

      --
      Patrick Doyle
      I mod down every jackass who puts his moderation policy in his sig. Oh, wait a sec....
    4. Re:Give parent mod points by Anonymous Coward · · Score: 0

      And now we have an worthless opinion from an unqualified author.

      It just so happens I don't have an account here, smart guy.

    5. Re:Give parent mod points by p3d0 · · Score: 1
      Put yourself in my shoes. Why should I believe you?

      Not that I really care.

      --
      Patrick Doyle
      I mod down every jackass who puts his moderation policy in his sig. Oh, wait a sec....
    6. Re:Give parent mod points by Anonymous Coward · · Score: 0

      Ya caught Me. The Great Aaron Collins impersonator. Why on earth would I waste my time saying I did these things if I hadn't? It's not like I stand to gain anything. Belive me, if I had decided to assume a false identity, it sure would have been somebody a hell of a lot more famous/rich/talented than me!

      If I hadn't posted anonymously, but instead made up a fake name and got an account here on Slashdot, would that have put you at ease? How would that have made it any more authentic?

      Put yourself in _my_ shoes - Why should I have to prove anything to you?

      Oh, and you must have cared. Enough to comment and pick an argument, at least. Thanks for caring.

      Signed,
      Aaron A. Collins

    7. Re:Give parent mod points by p3d0 · · Score: 1

      Dude, settle down. I'm not sure what your point is, but would it make you feel better if I tell you I believe you?

      --
      Patrick Doyle
      I mod down every jackass who puts his moderation policy in his sig. Oh, wait a sec....
  52. Geeky pr0n! by penguinoid · · Score: 2, Funny

    As you might be aware, pov-ray can be used to make pr0n. Since us geeks only get to see pictures of pretty girls but never touch them, why not take the next logical step and look at pictures of pretty girls that don't even exist?

    And even better, if the source for the picture is available, you can even modify the picture so she looks like you want her to. Geek heaven! Finally a girl we can all understand!

    --
    Don't waste your vote! Vote for whoever you want, unless you live in a swing state it won't matter anyways
    1. Re:Geeky pr0n! by tehcyder · · Score: 1
      Er, do you have links to any examples, for research purposes?

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    2. Re:Geeky pr0n! by drooling-dog · · Score: 1
      Since us geeks only get to see pictures of pretty girls but never touch them, why not take the next logical step and look at pictures of pretty girls that don't even exist?

      You guys always make the eyes way too big. Please stop doing that.

  53. Tutorials by Rydain · · Score: 2, Informative

    This Blender User Interface Tutorial demonstrates the basics of the interface, even explaining how to create the 4-pane view you speak of. There are a slew of other tutorials on that same site as well.

  54. POV is great and sucks by epepke · · Score: 1

    It's great because it's a nice renderer.

    It sucks because they are so paranoid about having their precious user interface hidden (which user interface pretty much sucks) that it's against the license to integrate it in a seamless fashion into anything else.

    Yes, I know they're pissed about that magazine in the UK including some of it on a CD, but still.

    1. Re:POV is great and sucks by Anonymous Coward · · Score: 1, Interesting

      Well, it's a text based interface, any program could call POV-Ray and pass a scene to it, to be rendered. Quite like the UNIX way I'd say....

  55. Re:For one frame, cool by Anonymous Coward · · Score: 0

    Does a t-shirt have the same capabilities as a leprechaun?

    Yes

  56. POV-Ray is user friendly by j1m+5n0w · · Score: 3, Informative

    Once you get used to the language, it's not that hard to make good looking, complicated stuff. Povray has dozens of built in geometric primitives, CSG support (you can subtract objects from each other), loops, and macros (which can be invoked recursively to generate things like trees). Some things are easier to make in a gui modeller, but many things are actually easier to code directly.

    Here's something I've been working on. It's all code except for one of the textures and the Jolly Roger on the boat.

    -jim

    1. Re:POV-Ray is user friendly by Sinner · · Score: 1

      Nice. Have you considered putting in a nice orange glow from the setting sun? Maybe I'm just a sunset fetishist...

      --
      fish and pipes
    2. Re:POV-Ray is user friendly by Anonymous Coward · · Score: 0

      Have you considered putting in a light source? It's a black image!

    3. Re:POV-Ray is user friendly by j1m+5n0w · · Score: 1

      Yeah, it's a little too dark. (It looks okay on some monitors.) Try this one.

  57. povray.org is 10 years by Anonymous Coward · · Score: 1, Informative
    The program is older. It's been ten years since they registered povray.org

    "It was ten years ago today - on 18 August 1994 - that the POVRAY.ORG domain
    was registered. We've been on the internet continuously since then. Back in
    those days it was fairly unusual for a free software project to have its own
    domain and/or server and the logistics of setting one up were entirely different
    than they are now." -- Chris Cason
  58. Re:For one frame, cool by black+mariah · · Score: 1

    You never mentioned anything about raytracing in your original post. No, Renderman did not have any raytracing abilites at the time, but it did not need nor want them. Raytracing would take *WAY* too fucking long to be feasible on the hardware they had. Renderman was designed from the ground up to be a fast production level renderer, and as such is was a scanline renderer since those are significantly faster in most every application.

    Even if you choose to discount Renderman on the basis of lack of raytracing, Mental Ray had raytracing from its inception in the mid-late 80's.

    I'm not taking away from what Povray is, but you're overstating its place. Most, probably all, of the features were implemented in other packages beforehand. Povray IS, as the original poster stated, totally inadequate for pro-level use. It is too slow and an absolute pain in the ass to get information into. This doesn't mean it's bad, just that it's not usable in a production enviroment.

    --
    'Standards' in computing only impress those who are impressed by things like 'standards'.
  59. Not a good idea by _ph1ux_ · · Score: 1

    Not recommended - didn't you ever see weird science!

  60. Re:For one frame, cool by Anonymous Coward · · Score: 0

    The point of PoV-Ray being inadequate for professional use is moot. It is already being used for professional use (and has been for at least a few years). You only need to use Google to find a few artists who use PoV-Ray professionaly. Many artists use commercial packages for modelling, and use PoV-Ray to render the scene. PoV-Ray is a renderer, so it makes perfect sense to use it as one, even if the scenes were built using other tools.

  61. but not free by goon · · Score: 1

    I've used moray dos version since 3.0 days. It's useful on Dos but the windows version is more useful for most. looking at the current download site all windows versions are shareware only and must be registered for any useful work.

    --
    peterrenshaw ~ Another Scrappy Startup
  62. PollyRay is for the Hardcore too! by Peter_JS_Blue · · Score: 1

    I used PollyRay many years ago, its much like POV-Ray but allowed you to do animations. One animation took my 386 (MS-DOS) 4 days to render - needless to say, I was suffering from withdrawal symptoms cause I could not use my PC in the meantime. You youngsters think you are so cool with your multi-tasking OSs - you don't know your born !!

    --
    Art Makers Just an excuse to show photos of naked women !!
    1. Re:PollyRay is for the Hardcore too! by SeanDuggan · · Score: 1

      ^_^ I'm guessing you looked at POVray before they had the clock variable built in? That said, animation in POVray is much like anything else in POVray. You have to code it in. Which is probably less easy then the point-click-drag idea for some people.

      --
      This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
  63. Amigas Rock! by Anonymous Coward · · Score: 1, Informative

    Idiot Mods. This is fact is EXACTLY ON TOPIC!!

    DKBTrace was the forerunner to POV-Ray. It was originally programmed on an Amiga and ported to the IBM-PC second. After it became POV-Ray, the Amiga was the first back-port. Give the man (?) a cigar, he's right. Also, one of the first file import conversion utilities written for it was for Sculpt-3D. Right Again!

  64. MODS ON CRACK AGAIN!! by Anonymous Coward · · Score: 0

    How the fuck can a 1st post EVER be REDUNDANT by
    IT'S VERY DEFINITION?!?!?!?!? Especially an on-topic one (Verrrry Rare!). It's amazing though, there's almost no troll activity in this entire thread. I guess they missed one for a change.

    1. Re:MODS ON CRACK AGAIN!! by Anonymous Coward · · Score: 0

      by
      IT'S VERY DEFINITION


      "ITS".

  65. Re:Yafray by SLi · · Score: 2, Informative

    The parent post does make some sense, though I'd agree it's a flamebait in such a terse form without elaboration.

    From Open Source point of view, POV-Ray is problematic. Technically it is not Open Source; for example, commercial distribution is not allowed. One of the most misunderstood and most important strengths of OSS is the ability to use in any kind of settings, including commercial, military, etc. For example Apache would never have become popular if its license forbade using it for commercial purposes.

    Also your right to modify it and distribute your modifications (this includes using parts of it in a new open source program) are severely limited.

  66. Re:Yafray by tehcyder · · Score: 1
    Technically it is not Open Source
    Why not just say "it is not Open Source"?

    Not allowing modification and commercial redistribution are slightly more than technical variations on the GPL. they make it something more akin to closed source Windows Free(as-in-beer)ware.

    --
    To have a right to do a thing is not at all the same as to be right in doing it
  67. Re:For one frame, cool by WWWWolf · · Score: 2, Informative
    I love the idea of hobbyist software, but would love to have truly professional power in it. Does Povray have the same capabilities as Photoshop?

    Well, as others pointed out, Photoshop isn't quite the same thing. What you're looking for is a comparison to other big commercial rendering tools.

    What I can say is that PoV-Ray is definitely just as good as any pro renderer. I think the only bad thing about it is that the scene description language is their own doing, definitely not compatible with anything else - you need a modeller (or converter) that specifically supports PoV-Ray. There's no modeller with the package either, so you need to stick with something that you know and has exporter or direct support for PoV-Ray. That said, the language is extremely versatile too, you can do very impressive things if you tweak the code before feeding it to PoV-Ray. And with complex enough scenes, the output is definitely comparable to commercial pro renderers - just take a look at the hall of fame pictures linked in the article.

  68. gds2pov by oojah · · Score: 2, Interesting

    This seems as good a place as any to plug my gds2pov program.

    It takes a gds2 file (integrated circuit layout information) as an input and outputs a POV-Ray scene file with the circuit in 3D.

    Of limited interest I realise (how many people design chips?), but there you go.

    For downloads (Solaris, Linux, Window) and some pretty pictures go to http://www.atchoo.org/gds2pov/

    Cheers,

    Roger
    --
    Do you have any better hostages?
  69. Re:For one frame, cool by Anonymous Coward · · Score: 0

    Depsite it's age

    "its".

  70. Re:Yafray by SLi · · Score: 1

    I agree. My choice of words could have been better (and I do consider POV-Ray utterly non-free).

    I think I added the qualification "technically" because I thought it might make some people think twice before replying "its source is available, so it's open source, never mind the commonly accepted definition". Now that I think about it, it probably doesn't even serve that purpose very well :)

  71. Not photo-free, though. by Chazmati · · Score: 3, Informative
    Ive seen this image. It's great. I never saw accusations of the entire image being a photograph, the comments were more like
    "What city did you take this photograph in? (:"
    The author, however, describes the process here, and you soon realize that many photographs were as texture maps to make it.
    ...The bird is an image map with an alpha channel put on a box...

    ...The first building on the left is derived from pictures I took from a real one in New York. It is pure CSG (with some help of my windows macro), textured with an image map painted directly on an orthographic view of the model. The second building on the left is made of a CSG frame textured with 30 different small image maps of windows and wall panes (scanned from a photo)...

    ...The street lamps and traffic lights are a mix of CSG constructs and sPatch models. The shapes, sizes and proportions were (clumsily) derived from several detailed photos. The "Don't walk" image is a photo of the real thing. The signs are photos of real NYC signs, heavily retouched and sometimes
    rewritten...
    Not that any of this diminishes the artistic and technical ability of the author to 'put it all together' and produce an excellent image. If I could be so talented. :)
    1. Re:Not photo-free, though. by nedric · · Score: 1

      > the author to 'put it all together' and produce an excellent image.

      The parent post marginalizes the amount of work that goes into lighting and texturing and composition, even when using photos as source textures or billboarded props. Getting that slick pavement look, the hazy atmosphere, modelling vehicles and taillights that look that realistic are all amazing feats of creativity and patience, and more than just 'putting it all together'!

      Gilles Tran has many other stunning renders with POV-ray, many are at http://www.oyonale.com

      --
      evolution IS god.
  72. Humans are still problematic by helix_r · · Score: 1


    Some of the renderings in the Hall of fame are fantastic.

    But sadly, it seems that no POV-ray artist has succeeded in creating a proper human form.

    When they try, they have that creepy not-quite-right look that was common in professional computer graphics a few years ago.

    I attribute this to the lack of powerful graphic modelling programs used in the pov toolchain. To make realistic human shapes, one needs to be able to quickly and easily nudge these forms thousands of times before its right.

  73. Re:Yafray by chris_hx · · Score: 1
    Just to make sure those not familiar with the POV-Ray license don't misunderstand this - POV-Ray can of course be used to create images for any commercial purpose and the source code is available for studying and creating modified versions as well. But you have to obtain permission from the authors for commercial bundling of POV-Ray. If you want to study the license conditions see the That said everyone is of course free not to use POV-Ray for whatever reason...
  74. Anyone remember... by Anonymous Coward · · Score: 0

    Anyone remember Vivid Raytracer? What ever happened to those guys?

  75. 10 years is for the domain name only by S.+J.+Massey · · Score: 1

    I was using povray in 1991 so I know it's at least 13 years old. The anniversary is for the povray.org domain registration.

  76. Anti-aliasing by Gordonjcp · · Score: 1

    Is it possible to use a kind of "blurred" anti-aliasing to simulate film grain in rendered sequences? At a place I used to work in that did 3D graphics, I used to bang a bit of "film-look" noise on and tweak the colour ranges a bit which seemed (to me) to do two things - it gave the DV codec a bit more of a chance on flattish surfaces, and it made the whole thing look more "believable" when you showed it on a TV.

    1. Re:Anti-aliasing by Animixer · · Score: 1

      using the jitter option when anti-aliasing can help (really depends on the scene) but for what you're looking for, it would be best done externally to POV, that is, via post-processing.

      --
      man tunefs | grep fish
  77. POV-RAY is not open source by Anonymous Coward · · Score: 0

    Beware, folks, that POV-Rays is not open-source. And it seems it won't be ,despite the promises of the developers to rewrite it from scratch.

    Maybe sometime someone else should start a true, open source raytracer to surpass POV-Ray in the mid-term future...

    1. Re:POV-RAY is not open source by Anonymous Coward · · Score: 0

      <rofl> do you know how many times that has been said over the years ? and how many have tried and failed ???

      there's more to writing a popular raytracer than banging out a bit of code, as many wannabe POV replacements have found in the past decade.

      and anyhow, what gives you the insight to know it's not gonna be open-source ? are you an insider ? and aside from that, why should folks 'beware', as you put it ? will its non-open-sourceness reach out and bite their ass when they're in the middle of a render ? steal their socks ? rape their cat ? posion their fruit juice ? plant WMD's in their basement ???

      enquiring minds want to know!!!!

    2. Re:POV-RAY is not open source by wolverine1999 · · Score: 1

      I began writing one. However Raggier is still very much in the early stages.

  78. The winner though... by SeanDuggan · · Score: 1

    I'm amused by the 1st-place entry being a sphere. A nicely lit sphere, but still a sphere. Not only that, but it apparently got third place too?

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
    1. Re:The winner though... by Anonymous Coward · · Score: 0
      i think its an inside joke in the POV community; where they encourage everyone's first post to their binaries group to be a sphere over a plane.

      Note that this guy has talent, though. The city scene a few images down is also his.

  79. Here's another. by The+Monster · · Score: 1

    OK. Here's one I did ( Windows Survivor ) that might be popular with this crowd

    --

    [100% ISO 646 Compliant]
    SVM, ERGO MONSTRO.

  80. A 10-second silly POVRay animation. by CJ+Hooknose · · Score: 2, Interesting

    I had a bit of free time in Sep. 2000, so I spent an entire day tweaking the following dumb animation of a spaceship flying around. Invader, try 5. I had hardly any POVRay skill, the animation was created without any modeling tools at all, and the stupid thing took all day to render on the 400MHz K6-2 I had at the time. And the source file got deleted in an unrelated accident later on. If I didn't have a Real Job, I'd probably spend a lot of time working on POVRay junk. As it is, I just look at the real artists in the POVRay Hall of Fame and think, "Wow. Nifty!"

    --
    Give a monkey a brain and he'll swear he's the center of the universe.
  81. Cinematic meaning by MisterSquid · · Score: 1

    It's Persistence of Vision. It was named in homage to my favorite Salvador Dali painting, "The Persistence of Memory", the one with the melting clocks.

    I understand about authorial (developorial?) intentionality and all that. I think the allusion is great. It also has an unintentional affinity. Persistence of vision is the the name of the effect that blends the separate frames of a motion picture together. Persistence of vision enables/tricks our brains into seeing projected films as continuous motion.

    --
    blog
    1. Re:Cinematic meaning by Anonymous Coward · · Score: 0

      I realized that; I guess it's a triple entendre, then. Care to go for 4?

      Cinematic POV is done by the Program POV by doing temporal anti-aliasing (motion blur) from the Camera POV, depending on Your POV ;)

  82. Holy retro ray-tracers Batman! by jonom · · Score: 1
    Back in my day we used to hand-code our ray tracing scenes, and we liked it!

    Wow, does this ever bring back memories. Big props out to you and the other coders. I had no idea that the name Persistence of Vision had been lost over time. I always loved that name.

    We used to play a lot with DKBTrace, Vivid, etc. on our rockin' 286s. Along with Fractint for those funky fractals. Actually, I think I started with Fractint and DKB on an XT...

    I remember dialing into You Can Call Me RAY too!

    I still have POV installed on my machine but haven't actually used it for a while. I used it for a website about 7 years ago where I mapped the company's logo colours onto spheres that I turned into rotating buttons. I then processed the animation frames using Photoshop's brand-new batch commands. They finally stopped using those buttons last year sometime. Found a copy on the wayback machine though: http://web.archive.org/web/19990218075344/www.andr ewsgreene.bc.ca/home.html -- Not much to look at now, but at the time it was pretty cool. ;)

    Geez, now I'm going to have to take a break from Doom III and do some ray tracing...

  83. Re:For one frame, cool by alowe9816 · · Score: 1

    Ahh, the memories of BMRT. You know, I actually have that program to thank for getting me involved in Linux in the first place.

    OT, I know, but I had to reminisce.

  84. Those were the days by Durzel · · Score: 1

    Ahh I remember fondly the halcyon days of POVRay on the Atari ST, leaving it to render an elaborate scene for a day only to realise after it had finished that a light source was facing the wrong way and that consequently practically 75% of the scene was in complete darkness.

    Shame there isn't any AI built in which somehow flags this.. "hold on, this is like the millionth pixel that I've rendered which is #222222" :)

  85. Alternatives to POV-Ray by OrangeTide · · Score: 1

    RAY-TRACERS:
    YASRT Yet Another Simple Ray Tracer
    Raja Ray-tracer in Java
    Radiance raytracer free for non-commecial use

    MODELERS:
    YAPRM Yet Another Pov-Ray Modeler

    OTHERS:
    LeoCAD Not a ray-tracer but can plug-in to many ray tracers. It allows you to take virtual LEGO bricks and make things out of them. Neat!
    LDraw Another LEGO modeler

    --
    “Common sense is not so common.” — Voltaire
  86. Render times... by Anonymous Coward · · Score: 0

    Been like ten minutes and I still haven't got the email for the password to log in here, so I will just post Anonymous..

    In any case, I looked around for some statistics, just to get an idea how POV-Ray 'may' compare, since there is a lot of mumbling about speed (from people that used it on ancient machines). Unfortunately I can't find decent specs on newer movies like The Lord of the Rings, but I did finds these for the relatively old Toy Story movies:

    Toy Story -
    800,000 hours to render.
    3.5 minutes of video per day (maximum).
    Render times per image = 45 minutes to 20 hours.
    Used 110 Sun workstations with 300 CPUs to manage it.

    Toy Story 2 -
    Most of the statistics where missing, but the times where 10 minutes to 3 days per frame.

    Even if you assumed that newer movies and methods produce them in 1/2 that time, most of these movies use a lot of cheats to produce things that POV-Ray does internally and almost always use *huge* meshes of triangles. They still don't beat POV-Ray in speed, except in very specific cases, many use scripting behind the scenes, so that they can more accurately control characters and its only the front ends and special programs like the MASS system they developed for LOR armies that make them better. Guess what though.. That is basically a engine that drives there renderer, not part of the actually graphics system. Change the output so it generates POV-Ray code instead of Maya or whatever and you get the same result.

    The only real difference between POV-Ray and other systems is that no one has glued a limited and often limiting GUI to it as the default way to use it, then glued an insane price tag over top of that. Gee, I am impressed. I guess I will run out and buy one of them right this minute. lol

    Seriously, there are GUIs, converters etc. that can be used to do stuff like the others do. The problem? No one takes POV-Ray seriously, because it doesn't have a huge price tag, so there is no cross intergration between the tools needed to do anything. Where one of the high priced ones can just import an object from some other high priced product, you often have to export 'part' of something to a second program, then export that to POV-Ray, only to then go back and rebuilt stuff lost on the conversion. This isn't POV-Ray's fault, but the lack of support from the companies making all the other products.

    Well, maybe some of it is also marketing. After all, why provide a free export function, when you can charge someone else for the privilage of using a proprietary import plugin?

    But one thing is certain. People that produce movies either tweak scripts or build applications to do it for them. The fact that the GUIs hide what is really going on behind the scenes, for the dumber users, doesn't change that basic fact. Almost all packages have a readable modelling language output and/or script of some sort, but only the 'been there, done that' stuff is done purely in the GUI.

  87. A truly memorable piece of software by namekuseijin · · Score: 1

    Not only it is a great raytracer in itself, it is also a very powerful learning tool: learning complex geometry and programming was never so fun. It's an interactive process by which some truly wonderful artwork may result.

    Kudos to the POV-Ray team and all the great artists/hackers who roam around IRTC.

    Perhaps getting a free software license could bolster POV-Ray usage a little more, specially if it could be package along with something like KPOVmodeller from the open-source KDE project.

    Of course, the real fun is to make worlds born and carefully crafted from your very fingers through a simple text editor. Reminds me of P&P RPGs where you only need your imagination to go wild.

    --
    I don't feel like it...