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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>
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Rafal 'Raf256' Maj wrote:
> abx### [at] abx art pl 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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tho### [at] trf de 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$1@news.povray.org>
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Having looked up what shaders are, the question springs to mind: why do
you need a plugin to work with the texture{} or material{} code, which
afaik can do what these other applications' shaders do?
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------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>
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"Tim Cook" <z99### [at] bellsouth net> 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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On 14 Feb 2005 18:40:11 -0500, "Rafal 'Raf256' Maj" <spa### [at] raf256 com> 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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abx### [at] abx art pl 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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On 15 Feb 2005 05:20:19 -0500, "Rafal 'Raf256' Maj" <spa### [at] raf256 com> 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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abx### [at] abx art pl 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>
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Lance Birch wrote:
> "Tim Cook" <z99### [at] bellsouth net> 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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In article <421cad09$1@news.povray.org>, "scott" <sco### [at] spam com>
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] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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