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21 Apr 2026 05:43:47 EDT (-0400)
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From: clipka
Subject: Re: Blender to Povray: unofficial version [new thread]
Date: 23 Jun 2015 12:20:53
Message: <55898765$1@news.povray.org>
Am 18.06.2015 um 11:50 schrieb Mr:

> 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.

I think this is the key indeed: To have you both guys work on just one 
exporter.

@LanuHum:

Think about it - what reaction can you reasonably expect from the 
Blender community, where POV-Ray is something exotic, when you write 
another - unofficial - exporter for it? That's exotic squared. Nobody 
goes for that, unless it gives some noteworthy benefit over the /base/ 
thing (which from the perspective of the Blender community is of course 
Blender and the Cycles default renderer, not the official POV-Ray exporter).

(In the POV-Ray community, Blender is still something exotic, too, so 
you shouldn't expect too much feedback on your unofficial exporter here 
either.)


It's the same as when people develop unofficial versions of POV-Ray: The 
1st-tier derivatives may get some attention; and if they're good, they 
may even rise to fame within the community, like MegaPOV. But what 
/2nd-tier/ derivatives of POV-Ray - i.e. derivatives of derivatives - 
has ever caught on? Actually, which other 1st-tier derivative did? 
MegaPOV was essentially merge of derivatives to POV-Ray, and thus kind 
of "/the/ official derivative".

Well, there's one other POV-Ray derivative that did rise to fame, 
actually even a 2nd tier one: MCPov, which was based on MegaPOV. The 
reason it caught on? Because it could do unbiased stochastic rendering. 
(The blurred reflections and refractions it offered were also a neat 
thing, but those could be achieved with basic POV-Ray.)


Getting your work merged into the official exporter would really do it 
some good. I myself am actually watching from afar (not being a Blender 
user) and waiting for that to happen before I get enthusiastic about it.


Also, your problems with the English language probably don't help to get 
people to enter into communication with you on a regular basis, even if 
they're seriously interested in your work. It's unfortunate, and not 
your fault, but it's a fact that you should take into account when 
trying to assess whether your work gets any attention. Communicating 
with you (unless it's not a discussion but rather a monologue, like this 
post is) takes a lot of energy. (I hope I'm not hurting your feelings by 
saying this; all I want is to help you get a clearer picture of the 
situation.)

In this sense, too, merging your work into the official exporter might 
help: The official maintainer of the official exporter (which I presume 
is Mr) could help bridge the language gap between you and people 
interested in your work, as he already has some knowledge about your 
work and may find it easier to communicate with you about it.


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From: LanuHum
Subject: Re: Blender to Povray: unofficial version [new thread]
Date: 23 Jun 2015 13:10:00
Message: <web.5589928b51768ec97a3e03fe0@news.povray.org>
@clipka:
Possibly, my dialogue with Mr in the Python language will yield more results,
than my unclear English.
If Mr reads my post in English probably he understands nothing.
Or, badly understands.
But, if he reads my Python-code, he well understands that I want to tell.
Everything that it will find useful to the official version it can take.
But, Mr probably has not enough time for work on the exporter.
Besides, my version is that I want to have at myself.
Perhaps, tomorrow either in a year, or in other time I need to create something
in the Blender and to render a scene in Povray.
Already today my version is more efficient.
It is impossible to make all my changes to the official version.
Also, I don't see that it is possible to add to the official version that it
became more efficient.


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From: LanuHum
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 27 Jun 2015 14:20:00
Message: <web.558ee8798d10ac1c7a3e03fe0@news.povray.org>
Use meshmaker.inc

Very good tool!!!


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Attachments:
Download 'loft_test.blend.jpg' (154 KB)

Preview of image 'loft_test.blend.jpg'
loft_test.blend.jpg


 

From: clipka
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 28 Jun 2015 00:39:56
Message: <558f7a9c@news.povray.org>
Am 27.06.2015 um 20:16 schrieb LanuHum:
> Use meshmaker.inc
>
> Very good tool!!!

This looks seriously fascinating!


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From: LanuHum
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 28 Jun 2015 02:15:01
Message: <web.558f90798d10ac1c7a3e03fe0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 27.06.2015 um 20:16 schrieb LanuHum:
> > Use meshmaker.inc
> >
> > Very good tool!!!
>
> This looks seriously fascinating!

Thanks! I am glad that it is pleasant to the developer.
It will be possible to make simulation of the created object later.
:)


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From: Mr
Subject: Re: Blender to Povray: unofficial version [new thread]
Date: 29 Jun 2015 06:00:01
Message: <web.5591152b51768ec916086ed00@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> @clipka:
> Possibly, my dialogue with Mr in the Python language will yield more results,
> than my unclear English.
> If Mr reads my post in English probably he understands nothing.
> Or, badly understands.
> But, if he reads my Python-code, he well understands that I want to tell.
> Everything that it will find useful to the official version it can take.
> But, Mr probably has not enough time for work on the exporter.
> Besides, my version is that I want to have at myself.
> Perhaps, tomorrow either in a year, or in other time I need to create something
> in the Blender and to render a scene in Povray.
> Already today my version is more efficient.
> It is impossible to make all my changes to the official version.
> Also, I don't see that it is possible to add to the official version that it
> became more efficient.

Your work is inspiring. Keep it up.  For now, your version has one problem: One
needs to activate the nodes outside of the POV-Ray Rendering mode, could you
make it so that user who just installed Blender and pov could create a material
or modify the default one with the default scene right after they activated the
addon and switch Blender to POV-Ray renderer? I'm thinking of some switch
between nodal /non nodal materials, so that you don't simply discard all the
existing non nodal functionality of the script.

Also some other functionnalities have been added since you branched such as
UberPOV support in user preferences, blurry reflexions, etc. Just to make sure
you know about it.

The inteface you added for Globals is great I think I will push it whenever I
can.

Thanks.


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From: LanuHum
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 4 Jul 2015 13:20:06
Message: <web.5598155d8d10ac1c7a3e03fe0@news.povray.org>
Isosurface with animation of properties


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Preview of image 'isosurface.blend.jpg'
isosurface.blend.jpg


 

From: LanuHum
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 4 Jul 2015 14:35:00
Message: <web.559826928d10ac1c7a3e03fe0@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> Isosurface with animation of properties

https://youtu.be/s0XNMBuezjg


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From: LanuHum
Subject: Re: Blender to Povray: unofficial version [new thread]
Date: 27 Jul 2015 16:20:00
Message: <web.55b6916451768ec97a3e03fe0@news.povray.org>
"Mr" <nomail@nomail> wrote:

> Also some other functionnalities have been added since you branched such as
> UberPOV support in user preferences, blurry reflexions, etc. Just to make sure
> you know about it.

I don't have this version.
And, its additional opportunities are unknown to me.

>
> The inteface you added for Globals is great I think I will push it whenever I
> can.
>

Important and unimportant parameters are unknown to me. Time will show what to
hide, and what to show

>
> Your work is inspiring. Keep it up.  For now, your version has one problem: One
> needs to activate the nodes outside of the POV-Ray Rendering mode, could you
> make it so that user who just installed Blender and pov could create a material
> or modify the default one with the default scene right after they activated the
> addon and switch Blender to POV-Ray renderer? I'm thinking of some switch
> between nodal /non nodal materials, so that you don't simply discard all the
> existing non nodal functionality of the script.
>
> Thanks.

No nodes. Pattern pavement


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Attachments:
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Preview of image 'pavement.blend.jpg'
pavement.blend.jpg


 

From: Mr
Subject: Re: Blender to Povray: unofficial version: screenshots
Date: 29 Jul 2015 06:00:01
Message: <web.55b8a3988d10ac1c16086ed00@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> Parse .pov from Avogadro

Hi, I couldn't find this in your repository. Did you remove it? that was
promissing.


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