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From: mr art
Subject: Re: SHADERS: Please make POVRAY support Plugins SHADERS in the future release
Date: 22 Jan 2000 13:45:22
Message: <3889FAE3.CA30DBBD@gci.net>
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Sounds like a law firm or something.
Peter Warren wrote:
>Parker, DeWitt and Tyler.<
--
Mr. Art
"Often the appearance of reality is more important
than the reality of the appearance."
Bill DeWitt 2000
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From: ingo
Subject: Re: SHADERS: Please make POVRAY support Plugins SHADERS in the future release
Date: 22 Jan 2000 13:58:30
Message: <8EC3CC2EDseed7@204.213.191.228>
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Ken wrote:
>"Ronald L. Parker" wrote:
>
>> That said, there was a patch for POV 2.2 that purported to support at
>> least part of the Renderman Shading Language,..
>
>I announced the existence of the POV-Ray Tag on the IRTC mailing list
>yesterday and within 2 hrs. got a request for programmable shaders :)
What are programmable shaders?
Can sombody try explain this to me in laymens terms, or point me to a page
that does so. I did a (very) quick search this morning but found only stuff
that needs at least a basic understanding of shaders. And that I do not
have.
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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From: Peter Warren
Subject: Re: SHADERS: Please make POVRAY support Plugins SHADERS in the future release
Date: 22 Jan 2000 14:43:01
Message: <388a0845@news.povray.org>
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mr.art wrote in message <3889FAE3.CA30DBBD@gci.net>...
>Sounds like a law firm or something.
>
>Peter Warren wrote:
>>Parker, DeWitt and Tyler.<
I miss spoke.
That would be
"Xander, Parker, DeWitt and Tyler"
So sue me, I'm an idiot.
No refection.
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From: Peter Warren
Subject: Re: SHADERS: Please make POVRAY support Plugins SHADERS in the future release
Date: 22 Jan 2000 15:21:22
Message: <388a1142@news.povray.org>
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your
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From: Bill DeWitt
Subject: Re: SHADERS: Please make POVRAY support Plugins SHADERS in the future release
Date: 22 Jan 2000 15:27:35
Message: <388a12b7@news.povray.org>
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"Peter Warren" <int### [at] halcyon com> wrote :
>
> someone who has no place with Parker, DeWitt and Tyler.
>
I hope you are talking about posting frequency, or something like that.
Because if you are talking about POV skills, I have to tell you that I do
not have half the skills of Ken. And I am fairly confident that Ken will
tell you that he doesn't have half the skills of Ron.
If you can rub two mirrored spheres together you have caught up with
me...
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From: Peter Warren
Subject: Re: SHADERS: Please make POVRAY support Plugins SHADERS in the future release
Date: 22 Jan 2000 15:27:55
Message: <388a12cb@news.povray.org>
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I would welcome shaders.
I also hope they do not happen, at least for a while.
Peter (Oh, what a wimp)Warren
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From: Peter Warren
Subject: Re: SHADERS: Please make POVRAY support Plugins SHADERS in the future release
Date: 22 Jan 2000 16:06:09
Message: <388a1bc1@news.povray.org>
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Bill DeWitt wrote in message <388a12b7@news.povray.org>...
> I hope you are talking about posting frequency, or something like that.
>Because if you are talking about POV skills, I have to tell you that I do
>not have half the skills of Ken. And I am fairly confident that Ken will
>tell you that he doesn't have half the skills of Ron.
> If you can rub two mirrored spheres together you have caught up with
>me...
I am fairly confident that Ken would tell you that he does not
have 1/10th the skills of Ron. (And then he would be boasting).
I also believe that if you rubbed two mirrored spheres
together you would produce an interesting image.
More interesting than the one I would produce, no doubt.
I know that you have made me laugh, more than once,
more than twice.
For this I thank and respect you.
I can say no more.
Peter Warren
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From: Fabien Mosen
Subject: Re: SHADERS: Please make POVRAY support Plugins SHADERS in the future release
Date: 22 Jan 2000 16:31:32
Message: <388A2193.EC1B89EB@skynet.be>
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Am I right if I say :
The required skills to program a shader are almost equal to
the skills required to program a new texture/pattern into the
core Povray code ?
After all, and if I understood well, renderman shaders must
be compiled with an ordinary C++ compiler, and they are -sort of-
dynamically linked to the renderer (who gives some data to
the shader, and get a pixel color or some other data in return).
About UV-stuff, the renderers that have shaders usually have only
a few types of primitives : nurbs, bicubic things,... And we know
that some Pov privitives CAN'T be UV-mapped : julias,...
Fabien.
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On Sat, 22 Jan 2000 15:27:34 -0500, Bill DeWitt wrote:
>
>"Peter Warren" <int### [at] halcyon com> wrote :
>>
>> someone who has no place with Parker, DeWitt and Tyler.
>>
>
> I hope you are talking about posting frequency, or something like that.
>Because if you are talking about POV skills, I have to tell you that I do
>not have half the skills of Ken. And I am fairly confident that Ken will
>tell you that he doesn't have half the skills of Ron.
And I don't have half the skills of Gilles Tran or SamuelT or Mick
Hazelgrove. It's all relative.
--
These are my opinions. I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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On Sat, 22 Jan 2000 22:30:59 +0100, Fabien Mosen wrote:
>Am I right if I say :
>The required skills to program a shader are almost equal to
>the skills required to program a new texture/pattern into the
>core Povray code ?
Pretty much, yeah. Maybe more, if the trend goes toward self-
antialiasing shaders a'la those that Larry Gritz has made.
>After all, and if I understood well, renderman shaders must
>be compiled with an ordinary C++ compiler, and they are -sort of-
>dynamically linked to the renderer (who gives some data to
>the shader, and get a pixel color or some other data in return).
Not exactly. They're compiled into bytecode (IIRC) by the shader
compiler, which is not really a C compiler. They're then executed
by the renderer pretty much as you say.
>About UV-stuff, the renderers that have shaders usually have only
>a few types of primitives : nurbs, bicubic things,... And we know
>that some Pov privitives CAN'T be UV-mapped : julias,...
Right. RIB only allows for a small subset of objects with easy UV
mappings. But even some of those objects don't have UV code written
yet in MegaPOV. One could always warn that a shader that expected
uv coordinates wouldn't work properly on a non-UV-enabled object.
--
These are my opinions. I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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