|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nicolas Alvarez wrote:
> Warp escribió:
>> Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:
>>> +Q0 is still slow for many scenes, and you can't do things like
>>> rotating the camera around the scene with a good framerate.
>>
>> How is POV-Ray supposed to generate the preview if the objects are so
>> heavy to trace that even +Q0 is too slow?
>>
>
> GPU-rendered: Generate mesh once, rotate camera around it at 60fps.
>
> Raytraced at +Q0: just as slow (maybe many seconds) for each frame.
So that'd be basically a parse&convert by POV-Ray (to DirectX, Open GL
whatever), and then hand it over to a OS-specific side-app and/or
plug-in in which you could navigate a movable camera? I imagine that
side-app could easily display some basic camera position information.
That sounds useful for checking overall geometry & positioning. I'm
sure though that somebody will point out the difficulties related to
infinite surfaces and various precision-level choices, not to mention
just the undertaking of building in a converter generally.
Charles
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Charles C escribió:
> not to mention just the undertaking of building in a converter
> generally.
Well, we can use this as a base:
http://www.daylongraphics.com/other/povray/patches/
(Hasn't been updated in 4 years)
And/or maybe this:
http://www.kfunigraz.ac.at/imawww/thaller/wolfgang/vop-intro.html
(it's all Haskell, so probably we can only borrow ideas and not directly
code)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nicolas Alvarez wrote:
> Warp escribió:
>> Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:
>>> +Q0 is still slow for many scenes, and you can't do things like
>>> rotating the camera around the scene with a good framerate.
>>
>> How is POV-Ray supposed to generate the preview if the objects are so
>> heavy to trace that even +Q0 is too slow?
>>
>
> GPU-rendered: Generate mesh once, rotate camera around it at 60fps.
>
> Raytraced at +Q0: just as slow (maybe many seconds) for each frame.
in graphics you have the concept of mipmaps
(http://en.wikipedia.org/wiki/Mipmap) where you provide a texture at
several resolutions and have the renderer decide which one is the
optimal. I can only assume that POV4 will have the same concept for
objects, so you can define a tree at maximum resolution and when the
tree gets too far away it may substitute something simpler, like a
predefined mesh with texture or even a bitmap with transparency.
If apart from the raytracing camera you can also have a scanline camera
for that same scene, I think it can be totally intuitive for the scene
composer. Note: depending on the implementation that may require
rendertime changes in the scene.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Nekar Xenos" <nek### [at] gmailcom> wrote in message
news:47459eaf@news.povray.org...
> What I would like to see is :
>
> 1) something like LightSys and CIE incorporated seemlessly into PovRay.
> 2) A planetary include file that has something similar to a procedural
> version of Celestia - the universe with planets and galaxies and
> earth-like planets with built in "SunPos" Systems and aTerraPov system.
> 3)Fixed up Glows.
> 4)Realtime preview.
>
>
Oh yes and
5) some kind of plant generator including trees and grass
--
-Nekar Xenos-
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:
> >> 4)Realtime preview.
> >
> > As long as POV lacks a GUI editor, this one remains problematic. OTOH, a button
> > next to the "Render" button that launches a Q5 render, or something like that,
> > could be useful.
> >
> > In fact, along with such a button, the ability to query the current quality
> > level (+Q from the command line) would be useful for scenes. I already do all
> > kinds of LOD anyway; linking it to the current +Q option would make this
> > feature much more useful for me.
> >
>
> +Q0 is still slow for many scenes, and you can't do things like rotating
> the camera around the scene with a good framerate.
That's why querying the Q level would be good.
I already do things like
#declare LOD_TREES = 3;
for many different items in my scenes, and then use different objects / textures
depending on the setting.
Being able to do something like
#if (SCENE_QUALITY = 3)
would simplify my scenes quite a bit.
....Chambers
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> Being able to do something like
>
> #if (SCENE_QUALITY = 3)
>
> would simplify my scenes quite a bit.
>
You can use Declare=SCENE_QUALITY=3 as a command line option or in an
.ini file.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nekar Xenos wrote:
> What I would like to see is :
> 4)Realtime preview.
Real time preview is a function of the modeler, not the renderer.
Regards,
John
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
>> What I would like to see is :
>> 4)Realtime preview.
>
> Real time preview is a function of the modeler, not the renderer.
A lot (most?) people use POV as a modeler though, not just a renderer. IMO
a real-time preview of your SDL code would be hugely valuable.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Nekar Xenos" <nek### [at] gmailcom> wrote in message
news:474bb388@news.povray.org...
>
> "Nekar Xenos" <nek### [at] gmailcom> wrote in message
> news:47459eaf@news.povray.org...
>> What I would like to see is :
>>
>> 1) something like LightSys and CIE incorporated seemlessly into PovRay.
>> 2) A planetary include file that has something similar to a procedural
>> version of Celestia - the universe with planets and galaxies and
>> earth-like planets with built in "SunPos" Systems and aTerraPov system.
>> 3)Fixed up Glows.
>> 4)Realtime preview.
> Oh yes and
> 5) some kind of plant generator including trees and grass
>
And...
6) a vortex_warp almost like black hole warp, but with rotation instead of
scaling
--
-Nekar Xenos-
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hello,
One thing I'd like to see is the ability to use standalone spline objects when
defining objects that use splines, such as sor, lathe, prism, and sphere_sweep.
For example:
#declare MySpline = spline { ... }
#declare MyLathe =
lathe {
spline { MySpline }
texture { ... }
}
I think this would serve to generalize spline use much more, and make them more
useful.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |