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From: LanuHum
Subject: GUI for Povray
Date: 21 Nov 2015 15:30:01
Message: <web.5650d3bbef250f7a7a3e03fe0@news.povray.org>
I don't understand.
Why we can't create Povray scene.
Any problem?
#version 3.7;

#include "functions.inc"
global_settings {
    assumed_gamma 1.000000
    max_trace_level 3
    charset utf8
}
sky_sphere {
    pigment {rgb<0.050, 0.050, 0.050>}
}

#declare Default_texture = texture{pigment {rgb 0.8}}

#declare data_SuperEllipsoid_shape_001_ob = superellipsoid{ <2.1700,1.4200>
    texture {Default_texture}
}
#declare data_Cone_shape_ob = cone { <0,0,-1.0000>,1.0000,<0,0,1.0000>,0.3000
}
#declare data_Prism_ob =
prism { linear_spline -0.6460000276565552, 0.6460000276565552, 19,
    <0.9239,-0.3827>
    <1,0>
    <0.9239,0.3827>
    <0.7071,0.7071>
    <0.3827,0.9239>
    <6.123e-17,1>
    <-0.3827,0.9239>
    <-0.7071,0.7071>
    <-0.9239,0.3827>
    <-1,1.225e-16>
    <-0.9239,-0.3827>
    <-0.7071,-0.7071>
    <-0.3827,-0.9239>
    <-1.837e-16,-1>
    <0.3827,-0.9239>
    <0.7071,-0.7071>
    <0.9239,-0.3827>
    <1,0>
    <0.9239,0.3827>
    rotate <90,0,0>
    scale y*-1
}
#declare data_Cylinder_shape_ob = cylinder { <0,0,1>,<0,0,-1>,1
}
#declare data_Sphere_shape_ob = sphere { 0,1
}
#declare data_Torus_shape_ob = torus { 1.0000,0.2500
    rotate x*90
}
object {data_SuperEllipsoid_shape_001_ob
    texture {Default_texture}
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.000000, -0.000000,  2.840354, 0.000000, 0.000000>
}

object {data_Cone_shape_ob
    texture {Default_texture}
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.000000, -0.000000,  0.000000, 1.086553, -0.000000>
}

object {data_Prism_ob
    texture {Default_texture}
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.000000, -0.000000,  -3.153663, 0.000000, 0.844772>
}

object {data_Cylinder_shape_ob
    texture {Default_texture}
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.000000, -0.000000,  -6.763087, 1.099804, -0.000000>
}

object {data_Sphere_shape_ob
    texture {Default_texture}
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.000000, -0.000000,  0.000000, -0.000000, -6.776885>
}

object {data_Torus_shape_ob
    texture {Default_texture}
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.000000, -0.000000,  0.000000, 0.000000, 3.116575>
}

light_source {
    <5.07,5.58,4.28>
    color rgb<1, 1, 1>
    fade_distance 25.0000000000
    fade_power 1
}
camera {
    perspective
    location  <0,0,0>
    look_at  <0,0,-1>
    right <-1.7777777777777777, 0, 0>
    up <0, 1, 0>
    angle  49.134343
    rotate  <-27.098163, 46.688390, -0.903519>
    translate <7.481132, 5.343666, 6.507640>
}


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From: clipka
Subject: Re: GUI for Povray
Date: 21 Nov 2015 17:13:41
Message: <5650ec95$1@news.povray.org>
Am 21.11.2015 um 21:27 schrieb LanuHum:
> I don't understand.
> Why we can't create Povray scene.
> Any problem?

I see no problem, except maybe that the smaller cylinder isn't smoothed
in the POV-Ray scene - but it's difficult for me to tell whether it
actually was a cylinder to begin with.


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From: Stephen
Subject: Re: GUI for Povray
Date: 21 Nov 2015 17:36:39
Message: <5650f1f7$1@news.povray.org>
On 11/21/2015 10:13 PM, clipka wrote:
> Am 21.11.2015 um 21:27 schrieb LanuHum:
>> I don't understand.
>> Why we can't create Povray scene.
>> Any problem?
>
> I see no problem, except maybe that the smaller cylinder isn't smoothed
> in the POV-Ray scene - but it's difficult for me to tell whether it
> actually was a cylinder to begin with.
>

I think that is the prism.

-- 

Regards
     Stephen


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From: LanuHum
Subject: Re: GUI for Povray
Date: 21 Nov 2015 21:20:00
Message: <web.5651257ec25a84d87a3e03fe0@news.povray.org>
On 11/21/2015 10:13 PM, clipka wrote:
> > Am 21.11.2015 um 21:27 schrieb LanuHum:
> >> I don't understand.
> >> Why we can't create Povray scene.
> >> Any problem?
> >
> > I see no problem, except maybe that the smaller cylinder isn't smoothed
> > in the POV-Ray scene - but it's difficult for me to tell whether it
> > actually was a cylinder to begin with.

Problems aren't present, and you say that the Blender doesn't suit for creation
of a scene of Povray :)

Stephen <mca### [at] aolcom> wrote:
> >
>
> I think that is the prism.
>
> --
>
> Regards
>      Stephen

Yes, prism.


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From: Thomas de Groot
Subject: Re: GUI for Povray
Date: 22 Nov 2015 03:07:12
Message: <565177b0$1@news.povray.org>
On 21-11-2015 21:27, LanuHum wrote:
> I don't understand.
> Why we can't create Povray scene.
> Any problem?

Forgive me, I need some confirmation: This is a Blender output of a 
POV-Ray scene code?

-- 
Thomas


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From: clipka
Subject: Re: GUI for Povray
Date: 22 Nov 2015 04:13:07
Message: <56518723$1@news.povray.org>
Am 22.11.2015 um 03:18 schrieb LanuHum:
> 
> On 11/21/2015 10:13 PM, clipka wrote:
>>> Am 21.11.2015 um 21:27 schrieb LanuHum:
>>>> I don't understand.
>>>> Why we can't create Povray scene.
>>>> Any problem?
>>>
>>> I see no problem, except maybe that the smaller cylinder isn't smoothed
>>> in the POV-Ray scene - but it's difficult for me to tell whether it
>>> actually was a cylinder to begin with.
> 
> Problems aren't present, and you say that the Blender doesn't suit for creation
> of a scene of Povray :)

No, no, that's absolutely /not/ what I'm saying.

What I'm saying is that Blender isn't suited for processing /existing/
POV-Ray scenes.


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From: LanuHum
Subject: Re: GUI for Povray
Date: 22 Nov 2015 05:40:05
Message: <web.56519b00c25a84d87a3e03fe0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
>
> No, no, that's absolutely /not/ what I'm saying.
>
> What I'm saying is that Blender isn't suited for processing /existing/
> POV-Ray scenes.

You speak about import of a scene Povray to the Blender? Sorry!
:)
But, for what it is necessary? Someone has many incomplete projects?
It would be desirable to see the .pov file which in your opinion can't be
connected with the Blender.


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From: clipka
Subject: Re: GUI for Povray
Date: 22 Nov 2015 06:31:17
Message: <5651a785$1@news.povray.org>
Am 22.11.2015 um 11:37 schrieb LanuHum:
> clipka <ano### [at] anonymousorg> wrote:
>>
>> No, no, that's absolutely /not/ what I'm saying.
>>
>> What I'm saying is that Blender isn't suited for processing /existing/
>> POV-Ray scenes.
> 
> You speak about import of a scene Povray to the Blender? Sorry!
> :)
> But, for what it is necessary? Someone has many incomplete projects?
> It would be desirable to see the .pov file which in your opinion can't be
> connected with the Blender.

Suppose I want to render a Menger Sponge with a piece of cloth draped
over it.

Now draping a piece of cloth over a geometric shape should be an easy
thing to do in Blender, thanks to its cloth simulation. But in order to
do this, you have to have the geometry first, in a format that Blender
understands and can work with internally.

Now a Menger Sponge is a pretty complex geometric shape, so I wouldn't
want to model it by hand. But it can be easily described
programmatically, and that's what POV-Ray excels at: Procedural creation
of geometry. So POV-Ray would be my tool of choice to model a Menger Sponge.

I'm sure Blender also provides features to create geometry
programmatically; but I bet it uses an off-the-shelf scripting language
that isn't custom-tailored to describing geometry (my bet would be
Python), so it will be comparatively inefficient for the task, requiring
a lot of boilerplate code. (Besides, it'll also be a language I don't
know yet.) So I do want to stick to POV-Ray's scene description language.

So here you have a case where I would want to create geometry in
POV-Ray, then import that into Blender to do additional work on it, and
finally export those additions back to POV-Ray to assemble the final scene.


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From: LanuHum
Subject: Re: GUI for Povray
Date: 22 Nov 2015 09:00:01
Message: <web.5651c95dc25a84d87a3e03fe0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 22.11.2015 um 11:37 schrieb LanuHum:
> > clipka <ano### [at] anonymousorg> wrote:
> >>
> >> No, no, that's absolutely /not/ what I'm saying.
> >>
> >> What I'm saying is that Blender isn't suited for processing /existing/
> >> POV-Ray scenes.
> >
> > You speak about import of a scene Povray to the Blender? Sorry!
> > :)
> > But, for what it is necessary? Someone has many incomplete projects?
> > It would be desirable to see the .pov file which in your opinion can't be
> > connected with the Blender.
>
> Suppose I want to render a Menger Sponge with a piece of cloth draped
> over it.
>
> Now draping a piece of cloth over a geometric shape should be an easy
> thing to do in Blender, thanks to its cloth simulation. But in order to
> do this, you have to have the geometry first, in a format that Blender
> understands and can work with internally.
>
> Now a Menger Sponge is a pretty complex geometric shape, so I wouldn't
> want to model it by hand. But it can be easily described
> programmatically, and that's what POV-Ray excels at: Procedural creation
> of geometry. So POV-Ray would be my tool of choice to model a Menger Sponge.
>
> I'm sure Blender also provides features to create geometry
> programmatically; but I bet it uses an off-the-shelf scripting language
> that isn't custom-tailored to describing geometry (my bet would be
> Python), so it will be comparatively inefficient for the task, requiring
> a lot of boilerplate code. (Besides, it'll also be a language I don't
> know yet.) So I do want to stick to POV-Ray's scene description language.
>
> So here you have a case where I would want to create geometry in
> POV-Ray, then import that into Blender to do additional work on it, and
> finally export those additions back to POV-Ray to assemble the final scene.

Now everything is clear, thanks!
But, I think that if the renderer in the final turns all objects into polygons,
physics simulators also use some general scheme also bringing everything into
polygons(?) At what the Blender can not cope with very difficult geometry or
will consider very long. Time the insignificant used on converting of object in
mesh.
I doubt that you will be able visually to distinguish (different) the cloth
received on a mesh from the cloth received on own object


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From: clipka
Subject: Re: GUI for Povray
Date: 22 Nov 2015 09:30:08
Message: <5651d170$1@news.povray.org>
Am 22.11.2015 um 14:55 schrieb LanuHum:

>> So here you have a case where I would want to create geometry in
>> POV-Ray, then import that into Blender to do additional work on it, and
>> finally export those additions back to POV-Ray to assemble the final scene.
> 
> Now everything is clear, thanks!
> But, I think that if the renderer in the final turns all objects into polygons,

POV-Ray doesn't do that. When POV-Ray renders a sphere, it really
renders a sphere; when it renders a torus, it really renders a torus.
(There are a few object types that do get converted into some mesh-like
format for the sake of performance, but those are only few.)

> physics simulators also use some general scheme also bringing everything into
> polygons(?) At what the Blender can not cope with very difficult geometry or
> will consider very long. Time the insignificant used on converting of object in
> mesh.
> I doubt that you will be able visually to distinguish (different) the cloth
> received on a mesh from the cloth received on own object

Whether the geometry is mesh-based or not is irrelevant for my argument:
The issue is that Blender just can't read POV-Ray scenes in general. I
could choose to write my Menger Sponge scene in a manner that the
resulting object is a mesh, but Blender still wouldn't be able to import
the scene. Because my POV-Ray scene file wouldn't be the /output/ of a
script. Instead, it would be /the script itself/.

As long as POV-Ray doesn't have an export functionality, and Blender
doesn't understand POV-Ray's scripting language, this will continue to
be a gap that cannot be bridged.


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