POV-Ray : Newsgroups : povray.general : Blender Vs PovRay : Re: Blender Vs PovRay Server Time
31 Oct 2024 19:30:40 EDT (-0400)
  Re: Blender Vs PovRay  
From: stbenge
Date: 23 Oct 2008 15:24:24
Message: <4900cf68@news.povray.org>
nemesis wrote:
> stbenge escreveu:
>> "Out of the box," Blender's procedural texturing system is nowhere 
>> near as powerful as POV-Ray's. I suppose if one were to write his own 
>> shaders, and use scripting along with it, Blender's texturing system 
>> may start to approach the level of POV's in terms of flexibility.
> 
> Really?  As far as I played with it, it seems to share the same level of 
> functionality, and quite a few more features.

More features like ambient occlusion, angle of incidence shaders and 
other mapping features... yes. But as kike mentioned, you can't place 
textures inside of textures. POV-Ray also has other pattern modifiers 
which make life much easier....

>> Sure, in Blender you have access to certain textural elements, and the 
>> node-based system is nice, but I can imagine that certain things I can 
>> easily do in POV would prove to be very hard if not impossible to do 
>> in Blender.
> 
> Is this a challenge? ;)

If you want it to be :)

> If one can show me some difficult pov-only texture, I may try to 
> reproduce it with Blender's procedurals alone once I get home... :)

Ok, you asked for it! :) Here's a little pattern I whipped up just now 
in POV:

// Code
// render with +w500 +h500

global_settings{assumed_gamma 2.2}

#default{finish{ambient 1}}

camera{
  orthographic
  right x*2 up y*2
  location -z*100 look_at 0
}

#declare native_motif=
pigment{
  gradient y triangle_wave
  #declare V=0;
  #while(V<1)
   translate y*.75
   rotate z*45.2
   //rotate -z*45.1
   scale .98
   warp{repeat x*5 flip x}
   #declare V=V+1/100;
  #end
  scale .1
}

plane{z,-1
  pigment{
   native_motif
   color_map{[0 rgb 0][.5 rgb<.5,.3,.1>][1 rgb 1]}
  }
}

// End Code

>> At any rate, I find that each program is useful for different things. 
>> In POV you can script up anything you desire with little fuss (great 
>> for science), render thousands of instances of a complex object, have 
>> radiosity in your scene, etc.
> 
> On a side note, Blender also has an internal radiosity engine, along 
> with a raytracer.

AFAIK, Blender only has ambient occlusion built in to its renderer. You 
can color your object based on a sky texture (which actually looks 
pretty good), but it's not true radiosity. There is built-in support for 
YAFRay, but (with the new releases of Blender) it has become difficult 
to use, as you get no preview of the image as it renders. Plus YAFRay 
doesn't support all of Blender's rendering options and materials... I 
find using YAFRay a pain in the @ss, and usually opt to use POV-Ray if I 
need radiosity.

>> Now, if I could just find inspiration....
> 
> Oh, come on!  Even uninspired, you're an inspiration to all of us! :D

Thanks :)

Sam


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