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I am comparing the output of Blender’s PovRay exporter with Blender’s
internal renderer. So to compare like with like I want to set the
Blender material to what PovRay uses.
These are the Blender models.
Diffuse Fresnel
Minnaert
Toon
Oren-Nayar
Lambert
Specular Wardlso
Toon
Blinn
Phong
CookTorr
--
Regards
Stephen
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Le 17-05-01 à 05:40, Stephen a écrit :
> I am comparing the output of Blender’s PovRay exporter with Blender’s
> internal renderer. So to compare like with like I want to set the
> Blender material to what PovRay uses.
> These are the Blender models.
>
> Diffuse Fresnel
> Minnaert
> Toon
> Oren-Nayar
> Lambert
>
> Specular Wardlso
> Toon
> Blinn
> Phong
> CookTorr
>
"Toon" invoque rather flat tones. Use a low brilliance, from zero to 0.2.
"blinn" is probably similar to specular highlight.
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On 5/2/2017 4:52 AM, Alain wrote:
> Le 17-05-01 à 05:40, Stephen a écrit :
>> I am comparing the output of Blender’s PovRay exporter with Blender’s
>> internal renderer. So to compare like with like I want to set the
>> Blender material to what PovRay uses.
>> These are the Blender models.
>>
>> Diffuse
>> Fresnel
>> Minnaert
>> Toon
>> Oren-Nayar
>> Lambert
>>
>> Specular
>> Wardlso
>> Toon
>> Blinn
>> Phong
>> CookTorr
>>
>
> "Toon" invoque rather flat tones. Use a low brilliance, from zero to 0.2.
> "blinn" is probably similar to specular highlight.
>
Thanks for the reply, Alain.
My question was badly formatted. Both in layout and style, sorry.
The list above are the options I have in Blender.
Thinking about it. I'll stop being lazy and do some testing. That will
give me a better understanding of Blender's shaders. It should throw
some light on my confusion of how Blender does things.
--
Regards
Stephen
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From: Gergely Szaktilla
Subject: Re: Which reflection models does PovRay use?
Date: 2 May 2017 04:40:57
Message: <59084619$1@news.povray.org>
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Am 02.05.2017 um 10:19 schrieb Stephen:
> Thinking about it. I'll stop being lazy and do some testing. That will
> give me a better understanding of Blender's shaders. It should throw
> some light on my confusion of how Blender does things.
Please tell us about your experiences. I'm still not using Blender
because I'm still hoping that Moray will be available some time. But
things like what you are talking about are of some interest for me.
Gregor
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On 5/2/2017 9:40 AM, Gergely Szaktilla wrote:
> Am 02.05.2017 um 10:19 schrieb Stephen:
>> Thinking about it. I'll stop being lazy and do some testing. That will
>> give me a better understanding of Blender's shaders. It should throw
>> some light on my confusion of how Blender does things.
>
> Please tell us about your experiences. I'm still not using Blender
> because I'm still hoping that Moray will be available some time.
Of course I will. But if I were you I would not hold my breath waiting
for Moray to be resurrected. The last I can remember is that the PovRay
developers were planning to start working on it after they had finished
PovRay Ver 4. I don't know if they have started on Ver 4.
> But things like what you are talking about are of some interest for me.
>
The good news is that Blender uses the same coordinate system as Moray
with Z axis up.
The not so good news is that Blender's UI is a lot to learn and does not
use the same conventions as most Windows programs. For instance "Select
all" is "A" not "Ctrl + A", Select multiple items is "Shift click" not
"Ctrl click" etc. It is confusing at first.
The exporter in Blender converts the Blender materials to PovRay
materials. It is quite good at this for simple materials. It also has
the functionality that allows you to write your own PovRay materials and
use them instead.
I have been working on UV mapped meshes, recently. I started off with a
complex one and ran into problems. So I am now going to use a simple one
and work my way up. It might not be the exporter at fault. I might need
to change the way I'm building the model or I'm using the wrong settings.
Blender is a different way of thinking. But it is very powerful and has
lots of features.
I have a planet Earth made in Bishop3D that I am trying to recreate in
Blender.
I will post results and comparisons when I am finished.
--
Regards
Stephen
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From: Gergely Szaktilla
Subject: Re: Which reflection models does PovRay use?
Date: 2 May 2017 08:04:27
Message: <590875cb$1@news.povray.org>
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Am 02.05.2017 um 11:34 schrieb Stephen:
> On 5/2/2017 9:40 AM, Gergely Szaktilla wrote:
>> Am 02.05.2017 um 10:19 schrieb Stephen:
>>> Thinking about it. I'll stop being lazy and do some testing. That will
>>> give me a better understanding of Blender's shaders. It should throw
>>> some light on my confusion of how Blender does things.
>> Please tell us about your experiences. I'm still not using Blender
>> because I'm still hoping that Moray will be available some time.
> Of course I will.
Good. I still haven't found the one special thing that draws me in the
direction of Blender. But the search is not finished yet.
> But if I were you I would not hold my breath waiting
> for Moray to be resurrected. The last I can remember is that the PovRay
> developers were planning to start working on it after they had finished
> PovRay Ver 4. I don't know if they have started on Ver 4.
Well, okay, THAT's a good reason.
> The not so good news is that Blender's UI is a lot to learn
This is the hurdle that keeps me away from Blender. So far.
Gregor
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On 5/2/2017 1:04 PM, Gergely Szaktilla wrote:
> Am 02.05.2017 um 11:34 schrieb Stephen:
>> On 5/2/2017 9:40 AM, Gergely Szaktilla wrote:
>>> Am 02.05.2017 um 10:19 schrieb Stephen:
>>>> Thinking about it. I'll stop being lazy and do some testing. That will
>>>> give me a better understanding of Blender's shaders. It should throw
>>>> some light on my confusion of how Blender does things.
>>> Please tell us about your experiences. I'm still not using Blender
>>> because I'm still hoping that Moray will be available some time.
>> Of course I will.
>
> Good. I still haven't found the one special thing that draws me in the
> direction of Blender. But the search is not finished yet.
>
Have you looked at Bishop3d? It was paid for but since it is not
supported any more. It is free.
It will only render with Pov 3.62 but you can take the sdl file and run
it manually in 3.7 or UberPov. With appropriate changes ie #version
It can also import a quite large subset of Pov code. You can incorporate
your own code as text and with some slight of hand, read its own
variables. I've managed to get it to work with, Rune's Grass Tex Include
File, screen.inc, PovRay's Trace function. I think it was StephenS who
worked out how to do that.
I just checked the site and it is gone but you can download the setup
and key from the wayback machine.
https://web.archive.org/web/20160317033419/http://www.bishop3d.com:80/download.htm
It is Y axis up.
>> But if I were you I would not hold my breath waiting
>> for Moray to be resurrected. The last I can remember is that the PovRay
>> developers were planning to start working on it after they had finished
>> PovRay Ver 4. I don't know if they have started on Ver 4.
>
> Well, okay, THAT's a good reason.
>
>> The not so good news is that Blender's UI is a lot to learn
>
> This is the hurdle that keeps me away from Blender. So far.
>
Me too for several years and a couple attempts.
--
Regards
Stephen
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From: Gergely Szaktilla
Subject: Re: Which reflection models does PovRay use?
Date: 2 May 2017 10:41:13
Message: <59089a89$1@news.povray.org>
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Am 02.05.2017 um 15:00 schrieb Stephen:
> https://web.archive.org/web/20160317033419/http://www.bishop3d.com:80/download.htm
Thanks for that. But useless for me since my computer runs Debian 7.
The next time I try to cope Blender will hopefully be the last /try/.
Gregor
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On 5/2/2017 3:41 PM, Gergely Szaktilla wrote:
> Am 02.05.2017 um 15:00 schrieb Stephen:
>> https://web.archive.org/web/20160317033419/http://www.bishop3d.com:80/download.htm
>
> Thanks for that. But useless for me since my computer runs Debian 7.
>
Well at least we tried. :)
> The next time I try to cope Blender will hopefully be the last /try/.
>
Never say never. ;)
--
Regards
Stephen
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