POV-Ray : Newsgroups : povray.binaries.images : Blender to Povray: unofficial version: screenshots : Re: Blender to Povray: unofficial version [new thread] Server Time
21 Apr 2026 03:01:38 EDT (-0400)
  Re: Blender to Povray: unofficial version [new thread]  
From: clipka
Date: 23 Jun 2015 12:20:53
Message: <55898765$1@news.povray.org>
Am 18.06.2015 um 11:50 schrieb Mr:

> I feel your pain, I went through it, and you can be sure that what you did
> wasn't in vain, not as long as you share the code, some of your code made it in
> the trunk of the official exporter version already, the one that didn't break
> anything. For instance the povray patterns support was added thanks to you, and
> you did huge work with the nodal system. The only problem to integrate this work
> is that you stripped the existing bitmap texture channel export code away. I
> understand that you want to spend more time developing new functionality than
> merging the two versions together, yet that makes it impossible to add to
> official version as it is. Ideal situation would be that a third person feels
> like doing it, but it might never happen. merging your work to trunk would be a
> relief.

I think this is the key indeed: To have you both guys work on just one 
exporter.

@LanuHum:

Think about it - what reaction can you reasonably expect from the 
Blender community, where POV-Ray is something exotic, when you write 
another - unofficial - exporter for it? That's exotic squared. Nobody 
goes for that, unless it gives some noteworthy benefit over the /base/ 
thing (which from the perspective of the Blender community is of course 
Blender and the Cycles default renderer, not the official POV-Ray exporter).

(In the POV-Ray community, Blender is still something exotic, too, so 
you shouldn't expect too much feedback on your unofficial exporter here 
either.)


It's the same as when people develop unofficial versions of POV-Ray: The 
1st-tier derivatives may get some attention; and if they're good, they 
may even rise to fame within the community, like MegaPOV. But what 
/2nd-tier/ derivatives of POV-Ray - i.e. derivatives of derivatives - 
has ever caught on? Actually, which other 1st-tier derivative did? 
MegaPOV was essentially merge of derivatives to POV-Ray, and thus kind 
of "/the/ official derivative".

Well, there's one other POV-Ray derivative that did rise to fame, 
actually even a 2nd tier one: MCPov, which was based on MegaPOV. The 
reason it caught on? Because it could do unbiased stochastic rendering. 
(The blurred reflections and refractions it offered were also a neat 
thing, but those could be achieved with basic POV-Ray.)


Getting your work merged into the official exporter would really do it 
some good. I myself am actually watching from afar (not being a Blender 
user) and waiting for that to happen before I get enthusiastic about it.


Also, your problems with the English language probably don't help to get 
people to enter into communication with you on a regular basis, even if 
they're seriously interested in your work. It's unfortunate, and not 
your fault, but it's a fact that you should take into account when 
trying to assess whether your work gets any attention. Communicating 
with you (unless it's not a discussion but rather a monologue, like this 
post is) takes a lot of energy. (I hope I'm not hurting your feelings by 
saying this; all I want is to help you get a clearer picture of the 
situation.)

In this sense, too, merging your work into the official exporter might 
help: The official maintainer of the official exporter (which I presume 
is Mr) could help bridge the language gap between you and people 
interested in your work, as he already has some knowledge about your 
work and may find it easier to communicate with you about it.


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