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Am 22.11.2015 um 11:37 schrieb LanuHum:
> clipka <ano### [at] anonymousorg> wrote:
>>
>> No, no, that's absolutely /not/ what I'm saying.
>>
>> What I'm saying is that Blender isn't suited for processing /existing/
>> POV-Ray scenes.
>
> You speak about import of a scene Povray to the Blender? Sorry!
> :)
> But, for what it is necessary? Someone has many incomplete projects?
> It would be desirable to see the .pov file which in your opinion can't be
> connected with the Blender.
Suppose I want to render a Menger Sponge with a piece of cloth draped
over it.
Now draping a piece of cloth over a geometric shape should be an easy
thing to do in Blender, thanks to its cloth simulation. But in order to
do this, you have to have the geometry first, in a format that Blender
understands and can work with internally.
Now a Menger Sponge is a pretty complex geometric shape, so I wouldn't
want to model it by hand. But it can be easily described
programmatically, and that's what POV-Ray excels at: Procedural creation
of geometry. So POV-Ray would be my tool of choice to model a Menger Sponge.
I'm sure Blender also provides features to create geometry
programmatically; but I bet it uses an off-the-shelf scripting language
that isn't custom-tailored to describing geometry (my bet would be
Python), so it will be comparatively inefficient for the task, requiring
a lot of boilerplate code. (Besides, it'll also be a language I don't
know yet.) So I do want to stick to POV-Ray's scene description language.
So here you have a case where I would want to create geometry in
POV-Ray, then import that into Blender to do additional work on it, and
finally export those additions back to POV-Ray to assemble the final scene.
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