POV-Ray : Newsgroups : povray.general : Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so Server Time
2 Aug 2024 06:18:13 EDT (-0400)
  Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so (Message 2 to 11 of 11)  
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From: Thorsten Froehlich
Subject: Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so
Date: 14 Feb 2005 19:14:16
Message: <42113ed8@news.povray.org>
Rafal 'Raf256' Maj wrote:
> abx### [at] abxartpl news:pag1115prp4beqv17lf3e4kpi931ei1opm@4ax.com
> 
> [I started a new thread because its quite different subject then innitialy]

And one - as you know - that has also been discussed to death numerous times 
before.  It also been said numerous times before that something along these 
lines is in consideration for some future version of POV-Ray.

	Thorsten


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From: Rafal 'Raf256' Maj
Subject: Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so
Date: 14 Feb 2005 19:23:29
Message: <Xns95FEE1088A74raf256com@203.29.75.35>
tho### [at] trfde news:42113ed8@news.povray.org

> And one - as you know - that has also been discussed to death numerous
> times before.  It also been said numerous times before that something
> along these lines is in consideration for some future version of
> POV-Ray. 

OK, so that was some random ideas, sugestions, etc - or other group is 
better for such discussions?

-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Tim Cook
Subject: Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so
Date: 14 Feb 2005 23:15:37
Message: <42117769$1@news.povray.org>
Having looked up what shaders are, the question springs to mind:  why do 
you need a plugin to work with the texture{} or material{} code, which 
afaik can do what these other applications' shaders do?

-- 
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean

-----BEGIN GEEK CODE BLOCK-----
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PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
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------END GEEK CODE BLOCK------


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From: Lance Birch
Subject: Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so
Date: 15 Feb 2005 01:03:54
Message: <421190ca$1@news.povray.org>
"Tim Cook" <z99### [at] bellsouthnet> wrote in message
news:42117769$1@news.povray.org...
> Having looked up what shaders are, the question springs to mind:  why do
> you need a plugin to work with the texture{} or material{} code, which
> afaik can do what these other applications' shaders do?

Well, shaders allow greater control over what can be done... they allow you to
implement new patterns and surface interactions that aren't currently supported
as inbuilt patterns and finishes, etc.

For example, you might want to create a special "matte" shader that "punches
through" other objects to the background.

Lance.

thezone - thezone.firewave.com.au
thehandle - www.thehandle.com


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From: ABX
Subject: Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so
Date: 15 Feb 2005 03:16:42
Message: <gib3111s1mbru0og4puuhsc69t6298ssbc@4ax.com>
On 14 Feb 2005 18:40:11 -0500, "Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote:
> Most (all "big" ?) rayteracers allow plugins, in example LightWave on with 
> I had worked for a short while AFAIR allowed own shaders and it worked on 
> Win32 and Linux (and probably also on other architectures, simmilar to 
> Pov-RAY).

Really? Let's order page for lightwave shaders:

http://www.shaders.org/ifw2_textures/order.htm

Why there are separated orders for different architectures? Must be because
Lightwave has very portable shaders.

ABX


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From: Rafal 'Raf256' Maj
Subject: Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so
Date: 15 Feb 2005 05:20:19
Message: <Xns95FE73400DBDraf256com@203.29.75.35>
abx### [at] abxartpl news:gib3111s1mbru0og4puuhsc69t6298ssbc@4ax.com

> Really? Let's order page for lightwave shaders:
> http://www.shaders.org/ifw2_textures/order.htm

Heh, typo, I ment light _Works_,
http://download.graphisoft.com/ftp/techsupport/documentation/developer_docs
/BasicLibraryDoc/LightWorksIntegration/LW_Parameters.html

http://www.lightwork.com/lw_home.htm



-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: ABX
Subject: Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so
Date: 15 Feb 2005 06:05:38
Message: <gbl311hje9p6emti3g870jeesagim6k9qk@4ax.com>
On 15 Feb 2005 05:20:19 -0500, "Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote:
> Heh, typo, I ment light _Works_,
> http://download.graphisoft.com/ftp/techsupport/documentation/developer_docs
> /BasicLibraryDoc/LightWorksIntegration/LW_Parameters.html
>
> http://www.lightwork.com/lw_home.htm

"Cross-platform plug-in shaders are supplied as platform-independent bytecode
that is executed by the LightWorks bytecode interpreter and will therefore
work on all the platforms supported by LightWorks. Native plug-in shaders are
provided in ‘object code' form compiled for a particular platform, for example
DLLs for Windows or Bundles for Macintosh."

Well, this is behind POV-Ray standard which distributes shaders in one unified
and portable form of source of functions and translates it to bytecode or
machinecode at runtime. And we don't have to buy any SDK to write own shader.
Is this that opensource advantage you refered earlier?

ABX


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From: Rafal 'Raf256' Maj
Subject: Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so
Date: 15 Feb 2005 10:32:11
Message: <Xns95FEA822E86DDraf256com@203.29.75.35>
abx### [at] abxartpl news:gbl311hje9p6emti3g870jeesagim6k9qk@4ax.com

> Well, this is behind POV-Ray standard which distributes shaders in one
> unified and portable form of source of functions and translates it to
> bytecode or machinecode at runtime. And we don't have to buy any SDK
> to write own shader. Is this that opensource advantage you refered
> earlier? 
> 

LightWorks is not OpenSource. 

-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: scott
Subject: Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so
Date: 23 Feb 2005 11:19:21
Message: <421cad09$1@news.povray.org>
Lance Birch wrote:
> "Tim Cook" <z99### [at] bellsouthnet> wrote in message
> news:42117769$1@news.povray.org...
>> Having looked up what shaders are, the question springs to mind:
>> why do you need a plugin to work with the texture{} or material{}
>> code, which afaik can do what these other applications' shaders do?
>
> Well, shaders allow greater control over what can be done... they
> allow you to implement new patterns and surface interactions that
> aren't currently supported as inbuilt patterns and finishes, etc.
>
> For example, you might want to create a special "matte" shader that
> "punches through" other objects to the background.

Or a pigment that changes colour depending on the angle between the surface
normal and the viewer.


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From: Christopher James Huff
Subject: Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so
Date: 23 Feb 2005 13:27:12
Message: <cjameshuff-7FA0BF.13272123022005@news.povray.org>
In article <421cad09$1@news.povray.org>, "scott" <sco### [at] spamcom> 
wrote:

> Or a pigment that changes colour depending on the angle between the surface
> normal and the viewer.

I've got a patch that allows this...it adds some extra parameters to 
function patterns, giving them the ray direction and surface normal. 
Hopefully I'll release it this weekend. It's still more awkward for 
complex stuff than a full-fledged shader language would be.

However, you really don't need plugins. The existing system of code 
libraries can do everything plugins could, with fewer difficulties.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tagpovrayorg>
http://tag.povray.org/


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