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Pov Programmers!!
You might want to check out this link:
http://www.joealter.com/software.htm
This system is based on z-buffer rendering, but I don't know if it could be
appiled to Pov. It does look very versitile.
Also look at:
http://www.joealter.com/shave/overview.htm
Neat, huh?
I want it!!!! :)
Tia.
--
H.E. Day
<><
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"H. E. Day" wrote:
> Also look at:
> http://www.joealter.com/shave/overview.htm
> Neat, huh?
> I want it!!!! :)
Me too..... Paleeeze daddy ?!
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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In article <01c0559a$50a837a0$357889d0@daysix>, "H. E. Day"
<Pov### [at] aolcom> wrote:
> This system is based on z-buffer rendering, but I don't know if it
> could be appiled to Pov.
Probably not. By "z-buffer rendering", you probably mean a scan-line
algorithm which would be very difficult or impossible to apply to POV,
which is a pure raytracer. Maybe it could be done with a specialized
media type...but it is either make a huge number of hair objects that
chew up your memory, or generate them on the fly which means lots of
repeated calculations and a much longer rendering time. The scanline
algorithm can generate each hair one at a time and draw it on the image,
using the z-buffer to make sure the ones in front cover the ones in
back. POV would have to do this *per ray*, sometimes multiple times per
pixel, and calculate the intersection of the ray with each hair in the
area. Not impossible, but it would be nothing like the algorithm they
used. Oh, and you *did* notice the "rediculously cheap" price of $285,
didn't you?
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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> Oh, and you *did* notice the "rediculously cheap" price of $285,
> didn't you?
All things considered with the pricing of stuff at the pro. level, and the
fact that it isn't just the hair and grass, but also that other program he
makes, that is cheap. Like DeEspona's model collection. That guy is
practically giving it away.
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| Probably not. By "z-buffer rendering", you probably mean a scan-line
| algorithm which would be very difficult or impossible to apply to POV,
| which is a pure raytracer.
Could the vista buffer be used in such a way? Perhaps a z-buffer
post_process op? I wasn't suggesting that you do this *while* the render
runs, but afterwards. As for the memory hit, only one hair is in memory at
a time, so there is no large memory hit. Also, you might want to download
the demo. It really rocks, and gives a better idea of how these hairs are
made.
H.E. Day
<><
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In article <01c05674$d4b80a40$617889d0@daysix>, "H. E. Day"
<Pov### [at] aolcom> wrote:
> Could the vista buffer be used in such a way?
No...the vista buffer is entirely unrelated. It is a bounding feature,
kind of a bounding for bounding boxes, and has nothing to do with
scan-line algorithms, it wouldn't be any help in rendering hair.
> Perhaps a z-buffer post_process op? I wasn't suggesting that you do
> this *while* the render runs, but afterwards.
A post_process would be extremely limited...no reflections, the hair
either wouldn't be applied to objects behind transparent objects and
wouldn't show up around the edges of an object completely covering the
"hairy" object, or it would be applied over everything giving a
completely unrealistic and ugly result, etc...imagine your poodle
walking behind a pane of glass and turning into a bunch of spheres and
cones.
Also, it would basically require implementing a fairly advanced scanline
renderer as a post_process filter, as well as various other adjustments
so the needed information still exists at that stage. Might as well
write a new renderer...
> As for the memory hit, only one hair is in memory at a time, so there
> is no large memory hit.
If done one at a time, you trade time for memory, since you have to
recalculate the hairs for every pixel(storing enough hairs is obviously
not feasible, even with sharing mesh data...). It might be possible to
partly compensate with some kind of bounding scheme, so only hairs that
might be visible are tested, but it will still be a significant cost. A
media-like rendering algorithm still seems to be the best option, though
it would be slow. Maybe a new media type, maybe a completely different
feature.
> Also, you might want to download the demo. It really rocks, and
> gives a better idea of how these hairs are made.
"Intel Only - Win95, Win98, WinNT - LW 5.5,5.6,5.7,6.0,6.5"
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Nope. the demo runs on all computers, without outside programs.
Enjoy.
H.E. Day
<><
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In article <3a205906@news.povray.org>, "H. E. Day" <Pov### [at] aolcom>
wrote:
> Nope. the demo runs on all computers, without outside programs.
The demo may stand alone without requiring other software, but there is
still the "Wintel only" part. It certainly doesn't run on all
computers...
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Hi,
how we can make hairs in POV? Polygon model and extruding along a
spline..other methods?
How much memory it needs to extrude a circle along a spline?
Paul
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In article <3A21899C.C9B74D67@alpharay.de>, Paul Blaszczyk
<3d### [at] alpharayde> wrote:
> how we can make hairs in POV? Polygon model and extruding along a
> spline..other methods?
Torus segments, sphere sweeps, blob components or spheres and
cones/cylinders along the path of the hair...
> How much memory it needs to extrude a circle along a spline?
Depends on what you mean...if implemented as a new feature, a radius and
a point for every control point, similar to the sphere_sweep. Otherwise,
the memory required to hold all the objects it is made of...a bunch of
differences each made of a torus and two planes, a mesh, a bunch of
spheres and cylinders, a blob, a sphere sweep...
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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