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nemesis wrote:
> his also famous for his impressive yafray renders:
Wow.
Just wow.
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
[Mars was] mineral; not animal, nor vegetable, nor viral. It could
have happened but it didn't. There was never any spontaneous generation
out of the clays or the sulphuric hot springs; no spore falling out of
space, no touch of a god; whatever starts life (for we do not know), it
did not happen on Mars. Mars rolled, proof of the otherness of the
world, of its stony vitality.
And then, one day...
-- Kim Stanley Robinson, _Red Mars_
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Povray is not dead !!!!
could you provide the patch ??
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From: Nicolas Alvarez
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 8 Feb 2008 21:01:18
Message: <47ad096e@news.povray.org>
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> Thank you all for the positive reply to this thread.
>
> I'm now thinking to the implementation of a portal like feature (the target is
> for the user to guide the flow of ray shooting in order to reduce quickly the
> noise). It should cut the rendering time.
Not to discourage you but... I think you should try not to add many
features for now. The more features you add, the harder it might be to
merge with 3.7 codebase, which should be out "soon". One thing you could
concentrate on is making sure everything is thread-safe.
Or, you could ask Chris Cason to give you the code sooner than the rest
of us, so you can start *now* with porting your patch to 3.7.
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karpov wrote:
> Povray is not dead !!!!
>
> could you provide the patch ??
Well, I don't see anything in these images that Povray isn't capable of.
What makes these images amazing to me is more the artistic talent that
went into them.
That's really the main problem Povray has had--it's very technical, and
has the unfortunate tendency to scare away a lot of talented artists
(Gilles Tran notwithstanding!).
Perhaps with Pov4 we can work on having better Blender integration like
Yafray has.
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
There are no problems which cannot be solved by judicious use of high
explosives.
-- British commando, circa WWII
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> Would it be possible to get a windows binary from you to play with.
Sorry but providing a binary is not possible. I didn't touch to any parts of the
parser and all the parameters are hard coded.
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> could you provide the patch ??
In any case, what the end results will be, I will release the source
modifications. I will not do it right now because it is very not usable as it
is.
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> Not to discourage you but... I think you should try not to add many
> features for now. The more features you add, the harder it might be to
> merge with 3.7 codebase, which should be out "soon". One thing you could
> concentrate on is making sure everything is thread-safe.
For the moment, for me, it is more experiment and anderstanding of brute force
rendering. The code that I use is thread-safe because I used it in a small full
multithreaded renderer that I wrote for easier experiment. But you are right
that a part of the job will be lost when the PovRay 3.7 code will be release.
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From: Jörg 'Yadgar' Bleimann
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 9 Feb 2008 05:04:53
Message: <47ad7ac5$1@news.povray.org>
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High!
> Povray is not dead !!!!
Who ever suspected it was?
See you in Khyberspace!
Yadgar
Now playing: Slaughter On Tenth Avenue (Synergy)
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Nicolas Alvarez wrote:
> Or, you could ask Chris Cason to give you the code sooner than the rest
> of us, so you can start *now* with porting your patch to 3.7.
Or you could just explain the algorithm you are using in detail and
how you implemented it.
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karpov wrote:
> could you provide the patch ??
I would be more interested in the implementation details and the
algorithm used. That way developers could brainstorm a good way of
perhaps implementing it in pov3.7.
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