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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."

37 of 216 comments (clear)

  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 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! ;-)

    2. 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.
    3. 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.

    4. 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.
    5. 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...
    6. 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)

    7. 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.

  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 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.
  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."
  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 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: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.

  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. 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

  12. 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.
  13. 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.

  14. 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.

  15. 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.

  16. 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.

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

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

  18. 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.
  19. 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
  20. 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.

  21. 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".

  22. 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".

  23. 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

  24. 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. :)