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Announcing.....SkyPOV 0.1!
SkyPOV is an unofficial version of POV-Ray designed to do atmospheric
effects. It is based on MegaPOV 0.6a. Due to computer problems beyond my
control, it is currently available only as source code. If I can find
time, I will upload a Windows binary tomorrow. If I can't, it will be
available next Tuesday.
To compile, download the SkyPOV and MegaPOV 0.6a source code, copy the
SkyPOV source over the MegaPOV source, and compile.
Source is available at
http://www.geocities.com/rengaw03/download/wskypovs.zip
Features:
* Wavelength-dependant Rayleigh scattering
* Infinite-light hack -- needed to make wavelength-dependant scattering
look good
* A few notes on how to use the program.
* Two or three demo scenes
Features that might make a future version:
* Colour curve post-processing to replace the infinite-light hack
* Random rendering order
* A polynomial parser to allow polys to be written as "3x^5+2xy+z-1" etc.
* Assorted minor optimizations
* Improved "quality" command-line options
* Improved splines
* Render time prediction
* Fixed memory leaks
Might make it into version 99999
* Variable IOR
* Non-linear transforms
* Spectral ray-tracing
--
Mark Wagner
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Mark Wagner wrote:
> Announcing.....SkyPOV 0.1!
>
> SkyPOV is an unofficial version of POV-Ray designed to do atmospheric
> effects. It is based on MegaPOV 0.6a. Due to computer problems beyond my
> control, it is currently available only as source code. If I can find
> time, I will upload a Windows binary tomorrow. If I can't, it will be
> available next Tuesday.
>
> To compile, download the SkyPOV and MegaPOV 0.6a source code, copy the
> SkyPOV source over the MegaPOV source, and compile.
>
> Source is available at
> http://www.geocities.com/rengaw03/download/wskypovs.zip
>
> Features:
> * Wavelength-dependant Rayleigh scattering
> * Infinite-light hack -- needed to make wavelength-dependant scattering
> look good
> * A few notes on how to use the program.
> * Two or three demo scenes
>
> Features that might make a future version:
> * Colour curve post-processing to replace the infinite-light hack
> * Random rendering order
> * A polynomial parser to allow polys to be written as "3x^5+2xy+z-1" etc.
> * Assorted minor optimizations
> * Improved "quality" command-line options
> * Improved splines
> * Render time prediction
> * Fixed memory leaks
>
> Might make it into version 99999
> * Variable IOR
> * Non-linear transforms
> * Spectral ray-tracing
>
> --
> Mark Wagner
Sounds good!
Go hell, TerraGen ;-)
Can someone upload a compiled version? (maybe on your homepage, Nathan?)
Paul
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In article <8FE01D1B3markwagner17gtenet@204.213.191.228>,
mar### [at] gtenet (Mark Wagner) wrote:
> Features that might make a future version:
> * Colour curve post-processing to replace the infinite-light hack
I am going to make a post_process filter which uses a spline to adjust
color values...is this what you are talking about?
> * Random rendering order
You mean it picks a random pixel each time? Another thing that might be
nice: some kind of "progressive" antialiasing, that renders the image
without antialiasing and then makes several "refinement" passes.
> * A polynomial parser to allow polys to be written as "3x^5+2xy+z-1"
> etc.
Couldn't you use isosurface functions? I haven't had a look at your
patch yet, so I don't really know what this is for...
> * Improved "quality" command-line options
I hope command line options aren't necessary for this...you should be
able to specify all options in the scene file. Or are you talking about
changing the "Render Quality" option syntax?
> * Improved splines
I would suggest using one of the spline patches...less duplicate code,
more standardized, etc...
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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In povray.general Mark Wagner <mar### [at] gtenet> wrote:
: * A polynomial parser to allow polys to be written as "3x^5+2xy+z-1" etc.
Why, when we have isosurface functions already?
Isosurfaces even render faster than polys (I had a hard time admitting this
at the beginning, but currently I'm quite happy about this).
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Mark Wagner wrote:
>
> Announcing.....SkyPOV 0.1!
>
> SkyPOV is an unofficial version of POV-Ray designed to do atmospheric
> effects. It is based on MegaPOV 0.6a. Due to computer problems beyond my
> control, it is currently available only as source code. If I can find
> time, I will upload a Windows binary tomorrow. If I can't, it will be
> available next Tuesday.
OH YEAH, BABY!! XD
So to those of you out there concerned with such things.. how long until
someone churns out a Mac binary? What are the odds that any of this will
be added to the next version of the Ultra-Giganto Patch?
-Xplo
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Chris Huff wrote in message ...
>In article <8FE01D1B3markwagner17gtenet@204.213.191.228>,
>mar### [at] gtenet (Mark Wagner) wrote:
>
>> Features that might make a future version:
>> * Colour curve post-processing to replace the infinite-light hack
>
>I am going to make a post_process filter which uses a spline to adjust
>color values...is this what you are talking about?
Yes.
>
>> * Random rendering order
>
>You mean it picks a random pixel each time? Another thing that might be
>nice: some kind of "progressive" antialiasing, that renders the image
>without antialiasing and then makes several "refinement" passes.
That's going to be part of the system, since I can't do antialiasing with
just one pixel.
>
>> * A polynomial parser to allow polys to be written as "3x^5+2xy+z-1"
>> etc.
>
>Couldn't you use isosurface functions? I haven't had a look at your
>patch yet, so I don't really know what this is for...
I don't have it implemented yet, but this will be for the "poly" object
type. It's much easier to enter a formula for a 7th-order polynomial as a
formula than as a string of a hundred coefficients.
>
>> * Improved "quality" command-line options
>
>I hope command line options aren't necessary for this...you should be
>able to specify all options in the scene file. Or are you talking about
>changing the "Render Quality" option syntax?
Yes, render quality options. I'm going to make it possible to turn specific
things on and off -- specifically, these will be available in version 0.2:
+QQ = use quick colors
+QA = use area lights -- cancels +QF
+QF = use ambient only -- cancels +QA, +QM
+QS = calculate shadows
+QM = use reflection -- cancels +QF
+QL = use refraction
+QN = use normals
+QV = use media?
>> * Improved splines
>
>I would suggest using one of the spline patches...less duplicate code,
>more standardized, etc...
This is going to be an improvement on the spline{} syntax.
Mark
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Mark Wagner wrote in message
<8FE01D1B3markwagner17gtenet@204.213.191.228>...
>Announcing.....SkyPOV 0.1!
A Windows binary is available at:
http://www.geocities.com/rengaw03/download/wskypov.zip
Mark
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I tried to use the link provided but geocities said
that page was not available. I tried .../rengaw03/download/
and HAL invited me to go back.
sniff..... I so wanted to see this version.... sniff
Mark Wagner wrote:
>
> Mark Wagner wrote in message
> <8FE01D1B3markwagner17gtenet@204.213.191.228>...
> >Announcing.....SkyPOV 0.1!
>
> A Windows binary is available at:
> http://www.geocities.com/rengaw03/download/wskypov.zip
>
> Mark
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In article <3a025559$1@news.povray.org>, "Mark Wagner"
<mar### [at] gtenet> wrote:
> >I am going to make a post_process filter which uses a spline to adjust
> >color values...is this what you are talking about?
> Yes.
I will send you the code as soon as it is tested.
> >You mean it picks a random pixel each time? Another thing that might be
> >nice: some kind of "progressive" antialiasing, that renders the image
> >without antialiasing and then makes several "refinement" passes.
> That's going to be part of the system, since I can't do antialiasing with
> just one pixel.
Good. :-)
> I don't have it implemented yet, but this will be for the "poly"
> object type. It's much easier to enter a formula for a 7th-order
> polynomial as a formula than as a string of a hundred coefficients.
Oh, I thought this was for something else...this seems rather redundant,
since you can just use isosurfaces to do the same thing, and
often(usually?) with faster rendering.
> >I would suggest using one of the spline patches...less duplicate code,
> >more standardized, etc...
>
> This is going to be an improvement on the spline{} syntax.
Oh...
Ok, what improvements are you thinking of? More spline types, the
ability to choose what kind of spline to use at evaluation time?
By the second, I mean something like this:
#declare Spline = spline {...the usual spline stuff...}
#declare Val1 = Spline(XVal);
#declare Val2 = Spline(XVal, cubic_spline);
#declare Val3 = Spline(XVal, linear_spline);
Another wild idea that might be useful: allow splines to be used as
color maps. :-)
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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"Mr. Art" wrote:
>
> I tried to use the link provided but geocities said
> that page was not available. I tried .../rengaw03/download/
> and HAL invited me to go back.
>
Ditto
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
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