 |
 |
|
 |
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"LanuHum" <Lan### [at] yandex ru> wrote:
> Parse .pov from Avogadro
Having added parsing of a pigment it is possible to create materials
automatically.
Then materials can be adjusted in Blender
Post a reply to this message
Attachments:
Download 'cholesterol.jpg' (67 KB)
Preview of image 'cholesterol.jpg'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Work on the project is stopped.
The repository is removed.
All thanks!
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: clipka
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 8 Jun 2015 06:45:44
Message: <55757258$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Am 04.06.2015 um 23:20 schrieb LanuHum:
> Work on the project is stopped.
> The repository is removed.
> All thanks!
You're abandoning your work? Why?
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
clipka <ano### [at] anonymous org> wrote:
> Am 04.06.2015 um 23:20 schrieb LanuHum:
> You're abandoning your work? Why?
I don't want to do that is necessary for nobody.
For 2 years (or more?!) nobody installed the exporter for testing.
You will write Povray if nobody uses it?
Perhaps sometime then...
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Paolo Gibellini
Subject: Blender to Povray: unofficial version [new thread]
Date: 8 Jun 2015 12:24:10
Message: <5575c1aa$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
LanuHum wrote on 08/06/2015 17.36:
> I don't want to do that is necessary for nobody.
> For 2 years (or more?!) nobody installed the exporter for testing.
> You will write Povray if nobody uses it?
>
> Perhaps sometime then...
>
>
>
>
I'm sorry to read that, and honestly I thought that your exporter was
not released.
I have few occasions at the moment to use Blender, but the results of
your exporter are very interesting.
Is perhaps someway possible to interest the people to your work (e.g.
with a tc-rtc dedicated contest)?
Paolo
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Blender to Povray: unofficial version [new thread]
Date: 9 Jun 2015 03:17:11
Message: <557692f7$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
On 8-6-2015 18:24, Paolo Gibellini wrote:
> LanuHum wrote on 08/06/2015 17.36:
>> I don't want to do that is necessary for nobody.
>> For 2 years (or more?!) nobody installed the exporter for testing.
>> You will write Povray if nobody uses it?
>>
>> Perhaps sometime then...
>>
>>
>>
>>
> I'm sorry to read that, and honestly I thought that your exporter was
> not released.
> I have few occasions at the moment to use Blender, but the results of
> your exporter are very interesting.
> Is perhaps someway possible to interest the people to your work (e.g.
> with a tc-rtc dedicated contest)?
>
> Paolo
I fully agree with Paolo. I am not a Blender user myself but follow the
developments with interest because I might switch to it one day.
A few considerations: I wonder how many POV-Ray users are also Blender
users and why those ones did not get the exporter? Like Paolo, I was not
aware that the exporter was released;
Why not start a separate branch on the POV-Ray newsgroups tree
(poray.tool.blender) like there exists one for Poser (povray.tools.poser)?
--
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Stephen
Subject: Re: Blender to Povray: unofficial version [new thread]
Date: 9 Jun 2015 04:01:08
Message: <55769d44$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
On 08/06/2015 17:24, Paolo Gibellini wrote:
> LanuHum wrote on 08/06/2015 17.36:
>> I don't want to do that is necessary for nobody.
>> For 2 years (or more?!) nobody installed the exporter for testing.
>> You will write Povray if nobody uses it?
>>
>> Perhaps sometime then...
>>
>>
>>
>>
> I'm sorry to read that, and honestly I thought that your exporter was
> not released.
> I have few occasions at the moment to use Blender, but the results of
> your exporter are very interesting.
I am the same. I did not know that you had made your scripts public.
Like Paolo, I have not been using Blender much but when I get the time.
I would like to use it.
--
Regards
Stephen
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Sorry!
My profession is far from programming.
The exporter is my hobby.
But, I wanted to receive result.
To write to death without result is a nonsense.
My problem - I don't know English.
It is very difficult for me to communicate and understand.
Where I could tell about the exporter, nobody showed interest.
Russian-speaking the Blender users it was known of the exporter.
Only a few people looked through screenshots and render_result which I published
on the Russian website.
Blenderartist:
http://blenderartists.org/forum/group.php?discussionid=788&do=discuss
0 report
Any program begins with alpha-version.
But, it is written by collective.
Those to whom it is interesting, test, report about errors, bugs.
So the program develops.
I one.
I go to work as morning at 6.45 (AM), I come from work as evening at 7.45(PM).
8.00(PM):I sit down at the computer, I study a povray manual, I go to the
Internet for
the help:
Sphere_sweep: help me! DF3: help me! UV: help me and so on...
I write a exporter code, I model in the Blender, I check a code, I receive
render_result, again I go to the Internet and I show you result.
Besides, official windows-version Povray-3.7, can't work with this exporter.
The exporter constantly causes a render for a preview, but the render can't work
in the shadow mode.
For the exporter correction source code Povray of the current version is
necessary.
Povray for Windows is necessary an option - nogui.
Anybody won't do it.
To me suggested to learn a programming language C ++ here to correct source
code.
When to teach me C ++? To me 50 years will be executed soon.The brain already
dries up.
Or assembly of MinGW is necessary: Linux-version for Windows.
Who it will be make (win32, win64) and to pack into an installer?
When I one come to the finish?
Never.
I wanted to lift that to one not to lift.
Everything was in vain.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Thomas de Groot <tho### [at] degroot org> wrote:
>
> Why not start a separate branch on the POV-Ray newsgroups tree
> (poray.tool.blender) like there exists one for Poser (povray.tools.poser)?
>
> --
> Thomas
This is a great idea. I did not dare to ask for this before because I felt it
should come from POV-Ray users so that no one would feel like Blender is
invasive or whatever. We do respect both communities and their singularities, I
know a lot of POV users don't feel like they need any graphical interface to it,
On the other hand, a lot of Blender users feel they ONLY need an interface and
don't ever want to see a text file to procuce images.
LanuHum, myself and only one more user, all came to try and bridge both software
because of the possibility the scene description language offered.
But as you see from lanuhum discouragement, there was little actual feedback. We
do need a more proactive user community to encourage development. I tried to
create a Blenderartists forum group but other than the said user, no-one ever
posted many questions, feedback, and more importantly, very few images of their
works in progress have been shown.
Here in the povray newsgroup we did receive warm encouragements, both LanuHum
and I, So yes maybe a newsgroup section would help to fuel this handreaching
effort in the long run. May I also suggest that image attachments be allowed for
it to emulate through created imagery, be they
beautyful or ugly :-)?
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"LanuHum" <Lan### [at] yandex ru> wrote:
> Sorry!
> My profession is far from programming.
> The exporter is my hobby.
> But, I wanted to receive result.
> To write to death without result is a nonsense.
> My problem - I don't know English.
> It is very difficult for me to communicate and understand.
> Where I could tell about the exporter, nobody showed interest.
> Russian-speaking the Blender users it was known of the exporter.
> Only a few people looked through screenshots and render_result which I published
> on the Russian website.
>
> Blenderartist:
> http://blenderartists.org/forum/group.php?discussionid=788&do=discuss
> 0 report
>
> Any program begins with alpha-version.
> But, it is written by collective.
> Those to whom it is interesting, test, report about errors, bugs.
> So the program develops.
> I one.
> I go to work as morning at 6.45 (AM), I come from work as evening at 7.45(PM).
> 8.00(PM):I sit down at the computer, I study a povray manual, I go to the
> Internet for
> the help:
> Sphere_sweep: help me! DF3: help me! UV: help me and so on...
> I write a exporter code, I model in the Blender, I check a code, I receive
> render_result, again I go to the Internet and I show you result.
>
>
> Besides, official windows-version Povray-3.7, can't work with this exporter.
> The exporter constantly causes a render for a preview, but the render can't work
> in the shadow mode.
> For the exporter correction source code Povray of the current version is
> necessary.
> Povray for Windows is necessary an option - nogui.
> Anybody won't do it.
> To me suggested to learn a programming language C ++ here to correct source
> code.
> When to teach me C ++? To me 50 years will be executed soon.The brain already
> dries up.
> Or assembly of MinGW is necessary: Linux-version for Windows.
> Who it will be make (win32, win64) and to pack into an installer?
>
> When I one come to the finish?
> Never.
> I wanted to lift that to one not to lift.
> Everything was in vain.
I feel your pain, I went through it, and you can be sure that what you did
wasn't in vain, not as long as you share the code, some of your code made it in
the trunk of the official exporter version already, the one that didn't break
anything. For instance the povray patterns support was added thanks to you, and
you did huge work with the nodal system. The only problem to integrate this work
is that you stripped the existing bitmap texture channel export code away. I
understand that you want to spend more time developing new functionality than
merging the two versions together, yet that makes it impossible to add to
official version as it is. Ideal situation would be that a third person feels
like doing it, but it might never happen. merging your work to trunk would be a
relief.
Another thing I do when I'm sick of no-one understanding the great potential of
a Blender/POV synergy: rather than totally give up, let's pause development and
make sample materials or pictures! That's what people need to see to realise
what our exporters can do!
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |