POV-Ray : Newsgroups : povray.general : Vista and 3.6 and moray incompatibilities Server Time
26 Nov 2024 07:27:53 EST (-0500)
  Vista and 3.6 and moray incompatibilities (Message 1 to 10 of 10)  
From: Unit Ball
Subject: Vista and 3.6 and moray incompatibilities
Date: 26 Feb 2011 15:30:01
Message: <web.4d696256b550f90858cc18340@news.povray.org>
It has been years since the last time I used Povray. The version I used was I
think Povray 3.1. Hopefully the sdl still has some things I can recognize.

My question concerns a sentence from the download page: "Moray, like POV-Ray
3.6, has some issues running on Vista systems."

Is there a list of the problems caused by running POV-Ray 3.6. on Vista.
Would it be better to use  Pov-Ray 3.5 instead?

Any feedback on what problems people have experiences using Moray on Vista would
be useful too.

I know I need to get rid of Pista.


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From: Stephen
Subject: Re: Vista and 3.6 and moray incompatibilities
Date: 26 Feb 2011 16:05:09
Message: <4d696b05$1@news.povray.org>
On 26/02/2011 8:29 PM, Unit Ball wrote:
> It has been years since the last time I used Povray. The version I used was I
> think Povray 3.1. Hopefully the sdl still has some things I can recognize.
>
> My question concerns a sentence from the download page: "Moray, like POV-Ray
> 3.6, has some issues running on Vista systems."
>
> Is there a list of the problems caused by running POV-Ray 3.6. on Vista.
> Would it be better to use  Pov-Ray 3.5 instead?
>
> Any feedback on what problems people have experiences using Moray on Vista would
> be useful too.
>
> I know I need to get rid of Pista.

Until Moray has been re-written it does not really work with PovRay 3.6 
only 3.5. Some people run it with 3.5 then manually render the exported 
pov file in 3.6.
Moray has been acquired by the Pov team and will be re-written after the 
release of PovRay 3.7

-- 
Regards
     Stephen


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From: Unit Ball
Subject: Re: Vista and 3.6 and moray incompatibilities
Date: 26 Feb 2011 16:35:01
Message: <web.4d697121ca9b65e058cc18340@news.povray.org>
Thanks Stephen!
But what about PovRay 3.6 on Vista, will this cause major problems or should I
just settle for 3.5 for now. Will 3.5 run fine on Vista.


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From: Stephen
Subject: Re: Vista and 3.6 and moray incompatibilities
Date: 26 Feb 2011 17:17:23
Message: <4d697bf3$1@news.povray.org>
On 26/02/2011 9:31 PM, Unit Ball wrote:
> Thanks Stephen!
> But what about PovRay 3.6 on Vista, will this cause major problems or should I
> just settle for 3.5 for now. Will 3.5 run fine on Vista.

I quite liked Vista but I'm running Win 7 now as I get through laptops 
like nobodies business.
IIRC PovRay 3.6.2 runs fine on Vista, I can't remember if I had to use 
the compatibility settings.
There is another modeller, that I use, which works with Pov 3.7. 
Bishop3D can actually import a subset of PovRay's SDL and again AFAICR 
the only thing it has problems with in Moray scripts is "clipped by" but 
it is easy enough to difference a box.

-- 
Regards
     Stephen


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From: Alain
Subject: Re: Vista and 3.6 and moray incompatibilities
Date: 26 Feb 2011 18:25:26
Message: <4d698be6$1@news.povray.org>

> It has been years since the last time I used Povray. The version I used was I
> think Povray 3.1. Hopefully the sdl still has some things I can recognize.
>
> My question concerns a sentence from the download page: "Moray, like POV-Ray
> 3.6, has some issues running on Vista systems."
>
> Is there a list of the problems caused by running POV-Ray 3.6. on Vista.
> Would it be better to use  Pov-Ray 3.5 instead?
>
> Any feedback on what problems people have experiences using Moray on Vista would
> be useful too.
>
> I know I need to get rid of Pista.
>
>
>

Apart that under Vista you can't write to the programm files folder and 
need to install in some other custom location, it runs just fine.

The syntax did'nt change that much between 3.1 and 3.6. Some of the 
changes follows:
The old athmosphere and glow no longer work. I don't remember if the 
change preceded or followed version 3.1. They have been replaced with media.
Media use sampling method 3.
It use only 1 intervals, and MUST be left at that value. Larger values 
drasticaly slow down the rendering speed.
samples default to 10, and any second value is always ignored. Add more 
samples as needed. samples 100 is faster than intervals 5 samples 1,5.
On older media using scenes, add sampling_method 1 if you want to keep 
the old behaviour, or adjust the parameters for the new one.
The noise generator had some minor glitch corrected. noise_generator 1 
use the original code. noise_generator is the same but is range 
corrected. Default is noise_generator 3 that use a pirlin noise.

In 3.7: ADDED features.
Parallel processing that will use all available processors/cores.
area_illumination for area_light.
Beter and faster radiosity code. NO major syntax change, some optional 
added.
Now support count larger that 1600 and adaptive radiosity sampling.
When using radiosity, the ambient components are suppressed. You now use 
emission in the finish for objects that are intended to emit light.
backside illumination. Just add a second value for the diffuse component 
of your finish to enable.
Support for high dynamic range imaging for both image_map and output 
image file.

In alpha stage: subsurface light transport.



Alain


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From: Sherry Shaw
Subject: Re: Vista and 3.6 and moray incompatibilities
Date: 26 Feb 2011 18:30:35
Message: <4d698d1b$1@news.povray.org>
Alain wrote:
> ...
> backside illumination. Just add a second value for the diffuse component 
> of your finish to enable.
> ...

Will that take the place of double_illuminate, or does it have a 
different effect?

--Sherry Shaw

-- 
#macro T(E,N)sphere{x,.4rotate z*E*60translate y*N pigment{wrinkles scale
.3}finish{ambient 1}}#end#local I=0;#while(I<5)T(I,1)T(1-I,-1)#local I=I+
1;#end camera{location-5*z}plane{z,37 pigment{granite color_map{[.7rgb 0]
[1rgb 1]}}finish{ambient 2}}//                                   TenMoons


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From: clipka
Subject: Re: Vista and 3.6 and moray incompatibilities
Date: 26 Feb 2011 18:44:01
Message: <4d699041$1@news.povray.org>
Am 27.02.2011 00:30, schrieb Sherry Shaw:
> Alain wrote:
>> ...
>> backside illumination. Just add a second value for the diffuse
>> component of your finish to enable.
>> ...
>
> Will that take the place of double_illuminate, or does it have a
> different effect?

double_illuminate still works for backward compatibility. Backside 
illumination is slightly different, in that it also takes into account 
radiosity & photons illumination, while double_illuminate only supports 
classic light sources. And of course backside illumination allows you to 
control the strength of front- and backside illumination separately, 
while double_illuminate gives the same brightness for illumination from 
either sides.


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From: Sherry Shaw
Subject: Re: Vista and 3.6 and moray incompatibilities
Date: 26 Feb 2011 18:58:42
Message: <4d6993b2$1@news.povray.org>
Ah, excellent.  I have a couple of double-illuminated lampshades 
floating around that I'll need to consider upgrading.  THX!

--Sherry Shaw

-- 
#macro T(E,N)sphere{x,.4rotate z*E*60translate y*N pigment{wrinkles scale
.3}finish{ambient 1}}#end#local I=0;#while(I<5)T(I,1)T(1-I,-1)#local I=I+
1;#end camera{location-5*z}plane{z,37 pigment{granite color_map{[.7rgb 0]
[1rgb 1]}}finish{ambient 2}}//                                   TenMoons


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From: Christian Froeschlin
Subject: Re: Vista and 3.6 and moray incompatibilities
Date: 26 Feb 2011 19:02:06
Message: <4d69947e@news.povray.org>
Unit Ball wrote:

> But what about PovRay 3.6 on Vista, will this cause major problems or should I
> just settle for 3.5 for now.

Note that development of 3.7 is now already in a fairly stable
release candidate phase so you may consider foregoing 3.6 altogether
if you now start to reacquaint yourself with POV-Ray. 3.7 should be
faster with multiple cores and work fine on Vista.

It's available at http://www.povray.org/beta/


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From: Alain
Subject: Re: Vista and 3.6 and moray incompatibilities
Date: 26 Feb 2011 21:32:04
Message: <4d69b7a4$1@news.povray.org>

> Ah, excellent. I have a couple of double-illuminated lampshades floating
> around that I'll need to consider upgrading. THX!
>
> --Sherry Shaw
>

You use it like this:

finish{diffuse 0.5, 0.3}

This mean that the front side have 50% illumination and the back side 
have 30%.
You can have diffuse 0.1, 0.9 if you want to.

Normaly, you want the sum of both values plus ambient to be 1 or less.

If the object used have some thickness, you need to use radiosity to 
enable the light to travel through. You'll probably need recursion_level 
of 2 or more in that case. This is a case where front + back can be 
larger than one, as there is an additional step.
Alternatively, you can use inside_texture{pigment{rgbt 1}} so that the 
face can "see" the illumination.



Alain


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