I'm a new user to these newsgroups, so I don't know whether something like
this has been done before.
Although I'm a new user to these newsgroups, I'm certainly not a new POV-Ray
user. I tend to pick it up every seven years or so to see what new features
it has.
One cool new feature (new for me that is) is the trace command, which makes
it possible to actually implement a raytracer in the POV-Ray scene
description language itself... I just had to try that, and the result is
viewable here:
http://www.librador.com/index.php?/archives/16-Retro-rendering.html
Comments are welcome!
From: Skip Talbot
Subject: Re: Scene description language raytracing
Date: 5 Oct 2005 02:32:56
Message: <43437398$1@news.povray.org>
That's a neat novelty use of the Trace function. I didn't recognize the
background pattern as paper though. It would look really cool if you
"printed" the trace results to a surface that simulated the paper's
grain with a normal or an isosurface (yikes). Crumpled paper would be
even better, and don't forget the feeder holes on the sides. Something
like that could bag the IRTC technical merit. ;)
Skip
From: Warp
Subject: Re: Scene description language raytracing
Date: 5 Oct 2005 15:42:52
Message: <43442cbc@news.povray.org>
Martin Vilcans <nomail@nomail> wrote:
> One cool new feature (new for me that is) is the trace command, which makes> it possible to actually implement a raytracer in the POV-Ray scene> description language itself...
You don't even need trace() for that, nor even povray's own primitives.
There's an example in the documentation of a raytracer made with the SDL
(without trace and without primitives other than the flat mesh used to show
the result).
--
- Warp
Warp <war### [at] tagpovrayorg> wrote:
> Martin Vilcans <nomail@nomail> wrote:> > One cool new feature (new for me that is) is the trace command, which makes> > it possible to actually implement a raytracer in the POV-Ray scene> > description language itself...>> You don't even need trace() for that, nor even povray's own primitives.>> There's an example in the documentation of a raytracer made with the SDL> (without trace and without primitives other than the flat mesh used to show> the result).>
That's true. I guess you just need arrays (which are new to me as well).