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