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From: Jobbert van Strien
Subject: Pov-ray for Max?
Date: 14 Apr 1999 13:28:47
Message: <3714C278.71B5F0EA@wxs.nl>
This question has probably been asked a million times before, but I'm
new to POV-ray and wondered if there are plans to make a POV-plugin for
3d studio Max, so Max will finally have a good ray tracing/radiosity
solution.
Jobbert


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From: Fabien Mosen
Subject: Re: Pov-ray for Max?
Date: 14 Apr 1999 14:11:11
Message: <3714CBF5.155E54FE@compuserve.com>
Jobbert van Strien wrote :
> This question has probably been asked a million times before, but I'm
> new to POV-ray and wondered if there are plans to make a POV-plugin for
> 3d studio Max, so Max will finally have a good ray tracing/radiosity
> solution.
> Jobbert

Want to start a flamewar ? ;o)

BTW, in the times of 3DS 3 & 4, many books about 3DS recommended
using POV for high-quality final renderings...

-there are a couple of 3DS > POV utilities (3DS2POV,...)

-more generally, Pov and max are sooo conceptually different, doing
what you want will be difficult and inefficient...

Cheers,
Fabien.


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From: Jobbert van Strien
Subject: Re: Pov-ray for Max?
Date: 14 Apr 1999 17:47:27
Message: <3714FF1B.54B091FF@wxs.nl>
OK thanks for not flaming. But I still think that the programs should
merge...


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From: Lance Birch
Subject: Re: Pov-ray for Max?
Date: 14 Apr 1999 19:08:48
Message: <371511f0.0@news.povray.org>
I think that it would be near impossible to do this considering MAX's
architecture... the whole of the rendering engine of POV-Ray and texture
calls would have to be created as DLLs and be able to interface with MAX,
something that's not very easy if you've read the MAX SDK section on
renderers...

Remember, MAX is STILL a scan-line renderer, and always will be, the
raytracing is ONLY part of the shadowing and texture calls...

If you want really quick raytracing in MAX I suggest RayMAX and if you want
quick raytracing and radiosity in MAX, I suggest RadioRay (the radiosity
this produces is superb, the best I've seen anywhere).  Both are very fast
and efficient... and cost a packet :-(

If you really want to render MAX files with POV-Ray, you'll have a lot of
problems if you're using the advanced features of MAX... (especially it's
highly specific raytraced textures and multi-level textures, because these
won't be converted...).

Currently there is no MAX to POV-Ray convertor, because of MAX's stack file
saving (saves the stacks, not the objects, which saves CONSIDERABLE space).
You could always export to 3DS and then to POV-Ray, but you'll loose so much
information that it wouldn't be worth it...

Oh, and you should be able to find a sample version of RayMAX on Trinity
3D's site, www.trinity3d.com

They also have the best collection of MAX plug-ins I've seen... (plus there
is a good one on my website ;-)

--
Lance.


---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
For a totally different experience, visit my Chroma Key Website:
Colorblind - http://www.fortunecity.com/skyscraper/parallax/359/colorblind

Jobbert van Strien wrote in message <3714FF1B.54B091FF@wxs.nl>...
>OK thanks for not flaming. But I still think that the programs should
>merge...


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From: Jobbert van Strien
Subject: Re: Pov-ray for Max?
Date: 15 Apr 1999 04:44:47
Message: <37159930.5A228786@wxs.nl>
Thanks for the information. I'm not a programmer and have no idea how these
programs work code-like. As you say there are plugins like Raymax, which comes
with a render engine of its own. That's why I thought that it might be possible
to create a plugin render engine from POV-Ray. By the way, I did try Raymax, but
it just isn't that good and fast as POV ray. And about Radioray: The radiosity
calculation is not fast, only if you lower the quality to a very doubtful value
it can compete with POV, but the images look shitty. I've heard that in Max3 the
renderer is completely redesigned, and now it should be easier for 3rd party
plugin developers to create plugin renderers that support things like caustics,
reflection, refraction, radiosity? So I'll wait for that then. Thanks anyway.
Jobbert


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From: Lance Birch
Subject: Re: Pov-ray for Max?
Date: 15 Apr 1999 06:27:55
Message: <3715b11b.0@news.povray.org>
Yes, you're right, Radioray can't compete with POV-Ray, not unless you're
running a ludicrously fast computer!  :)

MAX R3's rendering interface has been completely redesigned and yes, it
should be faster.  Each element of the rendering has been split into
plug-ins... shadows, shaders, anti-aliasing etc etc.  Some other cool
additions include Anistropic shaders, Oren-Neyler-Blinn surface model,
Render Effects (Film Grain, Flare, Glow, Color Balance, Brightness/Contrast
etc, added when you render in normal mode... without having to jump to the
VP), soft selections, Surface Tools, MORE(!!!)  NURBS features, highly
editable patches and XReferencing (so no more "damn, now I've got to copy
this model into that OTHER scene I made because I changed it..." it
basically is like AutoCAD's Object Referencing).

Also the Heidi engine has been improved and is now 30% faster for viewport
displays!  WOO HOO!!!  (oh and it's also been optimised for Pentium III
Xeon, so the people lucky enough to be running Quad PIII Xeon 500 Mhz
Silicon Graphics Inc Workstations will get a HUGE boost!!!)

--
Lance.


---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
For a totally different experience, visit my Chroma Key Website:
Colorblind - http://www.fortunecity.com/skyscraper/parallax/359/colorblind

Jobbert van Strien wrote in message <37159930.5A228786@wxs.nl>...
>Thanks for the information. I'm not a programmer and have no idea how these
>programs work code-like. As you say there are plugins like Raymax, which
comes
>with a render engine of its own. That's why I thought that it might be
possible
>to create a plugin render engine from POV-Ray. By the way, I did try
Raymax, but
>it just isn't that good and fast as POV ray. And about Radioray: The
radiosity
>calculation is not fast, only if you lower the quality to a very doubtful
value
>it can compete with POV, but the images look shitty. I've heard that in
Max3 the
>renderer is completely redesigned, and now it should be easier for 3rd
party
>plugin developers to create plugin renderers that support things like
caustics,
>reflection, refraction, radiosity? So I'll wait for that then. Thanks
anyway.
>Jobbert


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From: Johannes Hubert
Subject: Re: Pov-ray for Max?
Date: 15 Apr 1999 13:10:30
Message: <37160f76.0@news.povray.org>
Hi!

Ceck out Nathan's UV-Patch at: http://nathan.kopp.com/patched.htm and use it
together with Thomas Baier's 3DS to POV-Ray converter:
http://extra.newsguy.com/~tbaier/

So long,
Johannes.


Jobbert van Strien wrote in message <3714C278.71B5F0EA@wxs.nl>...
>This question has probably been asked a million times before, but I'm
>new to POV-ray and wondered if there are plans to make a POV-plugin for
>3d studio Max, so Max will finally have a good ray tracing/radiosity
>solution.
>Jobbert
>


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From: Margus Ramst
Subject: Re: Pov-ray for Max?
Date: 15 Apr 1999 13:14:15
Message: <37161057.0@news.povray.org>
What's an Oren-Neyler-Blinn surface model, and would I want to have it in
POV? I would, wouldn't I :)

Margus

Lance Birch wrote in message <3715b11b.0@news.povray.org>...
>Yes, you're right, Radioray can't compete with POV-Ray, not unless you're
>running a ludicrously fast computer!  :)
>
>MAX R3's rendering interface has been completely redesigned and yes, it
>should be faster.  Each element of the rendering has been split into
>plug-ins... shadows, shaders, anti-aliasing etc etc.  Some other cool
>additions include Anistropic shaders, Oren-Neyler-Blinn surface model,
>Render Effects (Film Grain, Flare, Glow, Color Balance, Brightness/Contrast
>etc, added when you render in normal mode... without having to jump to the
>VP), soft selections, Surface Tools, MORE(!!!)  NURBS features, highly
>editable patches and XReferencing (so no more "damn, now I've got to copy
>this model into that OTHER scene I made because I changed it..." it
>basically is like AutoCAD's Object Referencing).
>
>Also the Heidi engine has been improved and is now 30% faster for viewport
>displays!  WOO HOO!!!  (oh and it's also been optimised for Pentium III
>Xeon, so the people lucky enough to be running Quad PIII Xeon 500 Mhz
>Silicon Graphics Inc Workstations will get a HUGE boost!!!)
>
>--
>Lance.
>
>
>---
>For the latest 3D Studio MAX plug-ins, images and much more, go to:
>The Zone - http://come.to/the.zone
>For a totally different experience, visit my Chroma Key Website:
>Colorblind - http://www.fortunecity.com/skyscraper/parallax/359/colorblind
>
>Jobbert van Strien wrote in message <37159930.5A228786@wxs.nl>...
>>Thanks for the information. I'm not a programmer and have no idea how
these
>>programs work code-like. As you say there are plugins like Raymax, which
>comes
>>with a render engine of its own. That's why I thought that it might be
>possible
>>to create a plugin render engine from POV-Ray. By the way, I did try
>Raymax, but
>>it just isn't that good and fast as POV ray. And about Radioray: The
>radiosity
>>calculation is not fast, only if you lower the quality to a very doubtful
>value
>>it can compete with POV, but the images look shitty. I've heard that in
>Max3 the
>>renderer is completely redesigned, and now it should be easier for 3rd
>party
>>plugin developers to create plugin renderers that support things like
>caustics,
>>reflection, refraction, radiosity? So I'll wait for that then. Thanks
>anyway.
>>Jobbert
>
>


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From: Jerry Anning
Subject: Re: Pov-ray for Max?
Date: 15 Apr 1999 14:16:21
Message: <37161d00.5566014@news.povray.org>
On Thu, 15 Apr 1999 19:12:16 +0300, "Margus Ramst"
<mar### [at] peakeduee> wrote:

>What's an Oren-Neyler-Blinn surface model, and would I want to have it in
>POV? I would, wouldn't I :)

This probably refers to the Oren-Nayar reflectance model.  It is a
diffuse lighting model that handles rough surfaces more accurately
than the usual Lambertian model.  Larry Gritz has a Renderman shader
for BMRT that does the Oren-Nayar model if you want to look at that.
The relevant paper is:
Oren, Michael and Shree K. Nayar
Generalization of Lambert's reflectance model
Computer Graphics Annual Conference Series 1994 (SIGGraph 94)
pp. 239 to 246
It doesn't look like it would be too tough to add to POV.  You can get
the shader at the RenderMan Repository if you want to study the code.

Jerry Anning
clem "at" dhol "dot" com


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From: Margus Ramst
Subject: Re: Pov-ray for Max?
Date: 15 Apr 1999 15:07:24
Message: <37162adc.0@news.povray.org>
Thanks, I'll check it out. What I would really like to have though, is the
Fresnel reflecion/refraction model. This allows, for example, very realistic
metallic surfaces (provided you can find the right ior for, say, copper -
0.83 or something)

Margus

Jerry Anning wrote in message <37161d00.5566014@news.povray.org>...
>On Thu, 15 Apr 1999 19:12:16 +0300, "Margus Ramst"
><mar### [at] peakeduee> wrote:
>
>>What's an Oren-Neyler-Blinn surface model, and would I want to have it in
>>POV? I would, wouldn't I :)
>
>This probably refers to the Oren-Nayar reflectance model.  It is a
>diffuse lighting model that handles rough surfaces more accurately
>than the usual Lambertian model.  Larry Gritz has a Renderman shader
>for BMRT that does the Oren-Nayar model if you want to look at that.
>The relevant paper is:
>Oren, Michael and Shree K. Nayar
>Generalization of Lambert's reflectance model
>Computer Graphics Annual Conference Series 1994 (SIGGraph 94)
>pp. 239 to 246
>It doesn't look like it would be too tough to add to POV.  You can get
>the shader at the RenderMan Repository if you want to study the code.
>
>Jerry Anning
>clem "at" dhol "dot" com


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