POV-Ray : Newsgroups : povray.general : POV-Ray just doesn't fit in a production workflow : Re: POV-Ray just doesn't fit in a production workflow Server Time
3 Aug 2024 22:18:38 EDT (-0400)
  Re: POV-Ray just doesn't fit in a production workflow  
From: Giuseppe Luigi Punzi
Date: 23 Dec 2003 04:36:53
Message: <Xns945A6BFADC382lordzealon@204.213.191.226>
"Gilles Tran" <tra### [at] inapginrafr> wrote in
news:3fe7501f$1@news.povray.org: 


> news:3fe6e778$1@news.povray.org...
>>
>> I do not know if I have understood it.  Then you think that Pov-Ray
>> is not a good tool for the professional design 3D?
> (Images,Animations,Movies).
> 
> Unfortunately, most of us do not have much experience there.
> 
> For what it's worth, here's an account of an entire professional
> project, in this case an animation sequence for Canon (about photo
> lenses) created with Rhino, Cinema 4D, Photoshop, Illustrator and
> others: 
> http://home.t-online.de/home/abdul_alhazred/Desireable%20Objects.doc
> (MS Word file, sorry).
> 
> It gives a good idea (I guess) of what is involved in relatively
> simple professional production (5 months though) and of the problems
> people have to face. The example is interesting because nothing there
> seems to be impossible to do with POV-Ray.
> 
> Modelling: POV-Ray' lenses are perfect since mathematically defined.
> The casings, however, have lots of filleted edges and organic-looking
> parts so they would require an external modeller like Rhino. In
> POV-Ray, the same work would involve trial and error and result in a
> complex mix of slow-rendering isosurfaces, beziers, lathes and regular
> CSG: lots of fun for SDL lovers, but not for people with a deadline.
> Also, some unwanted compromises with reality would be necessary: a CAD
> modeller, on the other hand, would result in the exact representation
> of the original object and we can note that they didn't use C4D's own
> modeller as it doesn't offer the same amount of control as Rhino does.
> Even going the mesh way, some of the illumination artifacts issues
> that POV-Ray has with meshes could be a problem: they can be brushed
> off on stills, but not in an animation. Note that C4D does only
> marginally better here: it fixes some NURBS conversion problems and
> doesn't have artifact issues, but it doesn't import Rhino Nurbs
> natively. 
> 
> Texturing: it looks like most of the work could be done easily with
> POV-Ray. I'm wondering about the Oren Nayar bit but I guess a good
> enough approximation would be OK. Some of the stuff mentioned
> (Fresnel, angle-dependent reflection) is native to POV-Ray. Pasting on
> labels can be done without a GUI, including with text objets in
> POV-Ray, but there are many of them and it's a lot of trial and error
> to get right: a GUI would make this much much much faster, even if it
> means using Illustrator and Photoshop. Playing with uv-mapping will
> require an external utility anyway. 
> 
> Animation: it seems to be only non-flexible, non-articulated objects
> so that's quite straightforward in POV-Ray. However, the text mentions
> a lot of spline control (F-curves) and that would be faster to handle
> with a GUI. In POV-Ray, the animator would have to re-render the
> animation again and again and create a movie to see the changes. With
> a GUI it's just a matter of moving the animation slider to and fro and
> see how the spline changes affect the animation (I don't know how
> Moray handles animation though). 
> 
> Rendering : as the main objects of the animation are lenses, it would
> depend on how fast POV-Ray would manage those (refraction,
> particularly) vs Cinema 4D and I haven't run comparisons on this yet.
> Also, we don't know what sort of non-raytracing effects were applied:
> if they used focal blur, the "fake" one in C4D (similar to the one in
> the former Megapov) is much faster than the "true" one in POV-Ray and
> more suited to animation. The same effect can be obtained in regular
> POV-Ray using gradients and post-processing, but it's not a
> streamlined procedure. Ditto for faked volumetrics and faked soft 
> shadows, which are fast and easy to set up in commercial packages. 
> 
> The distributed rendering could be done with a POV-Ray patch (if not
> using caustics and radiosity).
> 
> Post-processing : could be handled from the POV-Ray output as it's
> only the image files with an alpha channel (nothing fancy here).
> 
> G.
> 

Ok, but you can use Blender with PovAnim. Blender is a great 3D Software 
and with PovAnim you can export the "scene" (and animation) of blender 
to povray, then with povray add some details and render.


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