POV-Ray : Newsgroups : povray.binaries.images : GUI for Povray : Re: GUI for Povray Server Time
7 Nov 2024 13:41:03 EST (-0500)
  Re: GUI for Povray  
From: clipka
Date: 22 Nov 2015 09:30:08
Message: <5651d170$1@news.povray.org>
Am 22.11.2015 um 14:55 schrieb LanuHum:

>> 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.
> 
> Now everything is clear, thanks!
> But, I think that if the renderer in the final turns all objects into polygons,

POV-Ray doesn't do that. When POV-Ray renders a sphere, it really
renders a sphere; when it renders a torus, it really renders a torus.
(There are a few object types that do get converted into some mesh-like
format for the sake of performance, but those are only few.)

> physics simulators also use some general scheme also bringing everything into
> polygons(?) At what the Blender can not cope with very difficult geometry or
> will consider very long. Time the insignificant used on converting of object in
> mesh.
> I doubt that you will be able visually to distinguish (different) the cloth
> received on a mesh from the cloth received on own object

Whether the geometry is mesh-based or not is irrelevant for my argument:
The issue is that Blender just can't read POV-Ray scenes in general. I
could choose to write my Menger Sponge scene in a manner that the
resulting object is a mesh, but Blender still wouldn't be able to import
the scene. Because my POV-Ray scene file wouldn't be the /output/ of a
script. Instead, it would be /the script itself/.

As long as POV-Ray doesn't have an export functionality, and Blender
doesn't understand POV-Ray's scripting language, this will continue to
be a gap that cannot be bridged.


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