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."
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...
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
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.
Javascript + Nintendo DSi = DSiCade
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.
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.
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?
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.)
Javascript + Nintendo DSi = DSiCade
You can make complex scenes with Povray in 256 characters or less
Use POV to render your lego creations. Check out www.ldraw.org
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.
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?
tasks(723) drafts(105) languages(484) examples(29106)
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
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.
Table-ized A.I.
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.
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....
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,
RogerDo you have any better hostages?
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.