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web.47a217e87b8d0c8a95b8a6100@news.povray.org...
> Hello!
>
> Just discovered Pov Ray and totally amazed of what people make.
> Could someone explain to me this:
> Sorry if this is a very stupid question, but really nags me...
> And appreciate every answer...
I've written a few "behind the scenes" texts that describe how I did some
complex POV-Ray images. It's more about the general process but you may find
it useful anyway, since in some cases the intermediate images were kept.
Direct links to the texts:
http://www.oyonale.com/image.php?code=590
http://www.oyonale.com/image.php?code=464
http://www.oyonale.com/image.php?code=168
http://www.oyonale.com/image.php?code=204
http://www.oyonale.com/image.php?code=163
http://www.oyonale.com/image.php?code=505
http://www.oyonale.com/iss.php
http://www.oyonale.com/variations.php
Gilles
--
*****************************
http://www.oyonale.com
*****************************
- Graphic experiments
- POV-Ray, Cinema 4D and Poser computer images
- Posters
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nemesis <nam### [at] gmail com> wrote:
> BTW, you might wanna look Warp's page on tips at getting a simple scene to
> quality scene:
> http://warp.povusers.org/povtips/
> it's very elucidative for begginers...
OTOH it relies a lot on creating good textures, which is not at all
trivial for beginners (and not even more advanced users).
--
- Warp
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"Gilles Tran" <gil### [at] agroparistech fr> wrote:
> web.47a217e87b8d0c8a95b8a6100@news.povray.org...
> > Hello!
> >
> > Just discovered Pov Ray and totally amazed of what people make.
> > Could someone explain to me this:
> > Sorry if this is a very stupid question, but really nags me...
> > And appreciate every answer...
>
> I've written a few "behind the scenes" texts that describe how I did some
> complex POV-Ray images. It's more about the general process but you may find
> it useful anyway, since in some cases the intermediate images were kept.
>
> Direct links to the texts:
> http://www.oyonale.com/image.php?code=590
> http://www.oyonale.com/image.php?code=464
> http://www.oyonale.com/image.php?code=168
> http://www.oyonale.com/image.php?code=204
> http://www.oyonale.com/image.php?code=163
> http://www.oyonale.com/image.php?code=505
> http://www.oyonale.com/iss.php
> http://www.oyonale.com/variations.php
>
> Gilles
>
> --
> *****************************
> http://www.oyonale.com
> *****************************
> - Graphic experiments
> - POV-Ray, Cinema 4D and Poser computer images
> - Posters
:-))))
It especially your picture that got me thinking about the rendering time! I
guess you would test it a lot of times, and think you mention it takes a lot of
hours that final "shot". Amazing picture, and a great description of your work!
Bookmarked!
Warp's page is excellent too for learning.
I'm really impressed how many serious and good answer you give a totally
newbie-question. Must be a really good community!
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H@@kon nous apporta ses lumieres en ce 2008/02/01 13:29:
> "Gilles Tran" <gil### [at] agroparistech fr> wrote:
>> "H@@kon" <nomail@nomail> a écrit dans le message de news:
>> web.47a217e87b8d0c8a95b8a6100@news.povray.org...
>>> Hello!
>>>
>>> Just discovered Pov Ray and totally amazed of what people make.
>>> Could someone explain to me this:
>>> Sorry if this is a very stupid question, but really nags me...
>>> And appreciate every answer...
>> I've written a few "behind the scenes" texts that describe how I did some
>> complex POV-Ray images. It's more about the general process but you may find
>> it useful anyway, since in some cases the intermediate images were kept.
>>
>> Direct links to the texts:
>> http://www.oyonale.com/image.php?code=590
>> http://www.oyonale.com/image.php?code=464
>> http://www.oyonale.com/image.php?code=168
>> http://www.oyonale.com/image.php?code=204
>> http://www.oyonale.com/image.php?code=163
>> http://www.oyonale.com/image.php?code=505
>> http://www.oyonale.com/iss.php
>> http://www.oyonale.com/variations.php
>>
>> Gilles
>>
>> --
>> *****************************
>> http://www.oyonale.com
>> *****************************
>> - Graphic experiments
>> - POV-Ray, Cinema 4D and Poser computer images
>> - Posters
>
>
> :-))))
>
> It especially your picture that got me thinking about the rendering time! I
> guess you would test it a lot of times, and think you mention it takes a lot of
> hours that final "shot". Amazing picture, and a great description of your work!
> Bookmarked!
>
> Warp's page is excellent too for learning.
>
> I'm really impressed how many serious and good answer you give a totally
> newbie-question. Must be a really good community!
>
>
>
>
>
As this is the new-users group, every veterans here are there to help the new
commers.
No question is "trivial" and none can be juged as useless.
--
Alain
-------------------------------------------------
CONFUSION IS OUR BUSINESS:
OUR ONLY BUSINESS!
WE'RE DAMN GOOD AT IT!!!
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H@@kon wrote:
> I'm really impressed how many serious and good answer you give a totally
> newbie-question. Must be a really good community!
oh, yes. You even end up slacking at work... :P
BTW, and still on topic, I just remebered one easy way to change quality
settings in povray: the +Q (quality) command-line switch! Put a number
from 1 (simplest quality) to 9 (all features on) next to it in the
command-line to make complex scene render real fast, like: +Q2. No,
you don't need to start povray from a command-line. If you're on
Windows, add the switch to the "Render -> Edit Settings/Render ->
Command-line options" menu option.
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I thought I'd elaborate a touch, not that I would call any of my images
"spectacular". :-)
In most renders, the things that add the most to the rendering time are
lighting (area_lights, and especially radiosity), anti-aliasing, and
special effects (focal blur and media). These are all things that you
can generally turn off while you're working.
So unless you're doing fancy isosurfaces or fractals, test renders
should take well under two minutes (under twenty seconds if you don't do
elaborate macros like I tend to).
Now, personally, I have a nasty habit of cranking up radiosity and
anti-aliasing even during my test renders. I let it render for half and
hour, come back and make a small change, and let it render again for
another half hour. Besides making me take forever to create anything,
the only real drawback is that half an hour is sometimes long enough for
me to forget what the heck I was doing. :-/
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
You know you've been raytracing too long when you visit the eye doctor
and ask if he can increase your viewing resolution and turn on
anti-aliasing.
-- Doug Eichenberg
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William Tracy <wtr### [at] calpoly edu> wrote:
> Now, personally, I have a nasty habit of cranking up radiosity and
> anti-aliasing even during my test renders. I let it render for half and
> hour, come back and make a small change, and let it render again for
> another half hour. Besides making me take forever to create anything,
> the only real drawback is that half an hour is sometimes long enough for
> me to forget what the heck I was doing. :-/
I do that too, but sometimes I forget to come back!
It's quite nice, though, when you're happy with some geometry for the time being
and you're just doing medium-high-quality tests for 15-30 mins at a time to get
a texture or radiosity setting juuuuust right. Once I'm in the 'zone' I find it
a good way to break up whatever else I'm doing (housework, cooking, brain
surgery, that sort of thing).
:-)
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"H@@kon" <nomail@nomail> wrote:
> do you code a lot before you render (and you visually know the result of your
> coding) OR is there a preview function with a lot of testing?
>
> I thought at first there was a lot of testing, but if a render takes 5-6 hours
> then you really should "know" when to test...
Personally I create variables in the beginning of the scene to quickly change
the quality of the render/objects/textures while testing.
For example it is possible to do this:
#declare Finish = off;
sphere{0,1 pigment {rgb x*1} #if(Finish)finish{reflection 0.2}#end}
So with one switch it is possible to turn off the reflection values of the whole
scene if you code it like this.
"St." <dot### [at] dot com> wrote:
> The best tool to incorporate your models is PoseRay
The latest versions of Wings3d have included a POV-Ray exporter (without having
to install any plugin like before) which imho is much easier/faster to use then
PoseRay. Just in case someone missed it ;-)
-Peter
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Peter Hertel wrote:
> The latest versions of Wings3d have included a POV-Ray exporter (without having
> to install any plugin like before) which imho is much easier/faster to use then
> PoseRay. Just in case someone missed it ;-)
Is there any easy way to get the export to produce an include file,
instead of a pov scene? When working on the Systema Metropolis image, I
ended up hand-editing the Wings3D output so that it saved the mesh to a
variable in an include file, and I could use that variable several times
in the scene.
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
PowerPC registers have numbers, not names. For the learner, this can
sometimes be confusing since literals aren't easily distinguishable from
registers. "3" could mean the value 3 or the register gpr3, or floating
point fpr3, or special purpose register spr3. Get used to it. :)
-- Hollis Blanchard
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> Is there any easy way to get the export to produce an include file,
> instead of a pov scene? When working on the Systema Metropolis image, I
> ended up hand-editing the Wings3D output so that it saved the mesh to a
> variable in an include file, and I could use that variable several times
> in the scene.
Save the file as .inc? ;-)
Seriously though, afaik right now there is no option to toggle the
camera/light/object off when exporting. But still the amount of touching up
required is not very high imho. You just have to delete the first 30 lines of
code, then move the declaractions of materials to another file (if you want).
The exporter declares every object to a variable like this:
#declare wo_0_cube1 = mesh2{
If you export only one object from wings you just have to skip to the last line
and remove the object there, if you have a lot of objects they are called after
every mesh is defined, so it will take more time to hunt them all down.
Still I always use the exported camera once for testing the mesh quickly, then
deletes it.
Perhaps we should do a feature request for a couple of switches in the beginning
of the file, like:
#declare w_Variable_Camera = off;
#declare w_Variable_MaterialDeclarations = off;
#declare w_Variable_Objects = off;
-Peter
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