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1) To what extent is there recognition for doing as much of it as possible
in povray? Some people might use external modellers (God bless 'em) and
import them to povray to make breathtaking artwork. Or you could to it
entirely *in* povray. In my entirely unhumble opinion, I think that it's
more of an evangelistic tract for povray to show what can be done entirely
within it-- the shortest code contests being one example.
2) Any consideration for animations/ animatable systems within povray?
My work ain't that impressive as stills, but I I'm making a real
contribution as far as what can be done within animations.
http://www.geocities.com/pterandon2/duelall0801.html
With all this, I'm not griping but rather suggesting and asking. I'm very
wonderfully pleased that this project exists and thanks for setitng it up.
Respectfully submitted,
Greg
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in news:411279bb@news.povray.org Greg M. Johnson wrote:
> 1) To what extent [...]
Greg,
be patient until the rules are up.
Ingo
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Greg M. Johnson wrote:
>
> 2) Any consideration for animations/ animatable systems within povray?
> My work ain't that impressive as stills, but I I'm making a real
> contribution as far as what can be done within animations.
>
> http://www.geocities.com/pterandon2/duelall0801.html
>
> With all this, I'm not griping but rather suggesting and asking. I'm very
> wonderfully pleased that this project exists and thanks for setitng it up.
This competition is not intended for animations but creating some room
for better exposing POV-Ray made animations is something we already
considered. Something like an animations gallery on povray.org (similar
to the HOF for stills) might be a good idea.
-- Christoph
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Greg M. Johnson <gregj;-)565### [at] aolcom> wrote:
> 1) To what extent is there recognition for doing as much of it as possible
> in povray? Some people might use external modellers (God bless 'em) and
> import them to povray to make breathtaking artwork. Or you could to it
> entirely *in* povray. In my entirely unhumble opinion, I think that it's
> more of an evangelistic tract for povray to show what can be done entirely
> within it-- the shortest code contests being one example.
I think that the purpose of this competition is to show the power of
POV-Ray as a renderer. It can't compete as a modeller, and that's not
even its purpose.
IMHO it's completely ok to use whatever modellers you like. The important
thing is that the image generated by POV-Ray should look as awesome as
possible.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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Warp wrote:
> I think that the purpose of this competition is to show the power of
> POV-Ray as a renderer. It can't compete as a modeller,
<snip>
In many ways your statement is correct, but in so many other ways it is not.
It is true that organic (human, animal) modeling is very difficult to
accomplish with the SDL. Once the surface subdivision patch catches on,
and some useful macros are made, we may begin to see POV's organic
modeling capabilities increase greatly.
With POV as it is now, you can make environments like no other. Without
the limitation of _having_ to use memory-hogging triangles, you are free
to add an incredible amount of detail to a scene using raytraced
primitives. Isosurfaces, height_fields, etc. allow a person to
accomplish feats that would be considered 'great' or unachievable by
those using only mesh modelers (nurbs, surface subdivision).
-Sam
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Samuel Benge <stb### [at] hotmailcom> wrote:
> Without
> the limitation of _having_ to use memory-hogging triangles, you are free
> to add an incredible amount of detail to a scene using raytraced
> primitives. Isosurfaces, height_fields, etc. allow a person to
> accomplish feats that would be considered 'great' or unachievable by
> those using only mesh modelers (nurbs, surface subdivision).
High-end scanline renderers can render scenes with billions of
triangles without problems (because they have tons of memory
optimizations), and they often do it faster than POV-Ray.
Primitives in POV-Ray consume memory as well. You can't have
billions of them.
And no-one has said that scenes should be designed solely with
triangle modellers. Most of the great scenes in the HoF have models
made with high-end modellers *and* ones made from within POV-Ray.
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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