POV-Ray : Newsgroups : povray.binaries.images : Blender to Povray: unofficial version: screenshots : Re: Blender to Povray: unofficial version [new thread] Server Time
21 Apr 2026 01:28:19 EDT (-0400)
  Re: Blender to Povray: unofficial version [new thread]  
From: Mr
Date: 29 Jun 2015 06:00:01
Message: <web.5591152b51768ec916086ed00@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> @clipka:
> Possibly, my dialogue with Mr in the Python language will yield more results,
> than my unclear English.
> If Mr reads my post in English probably he understands nothing.
> Or, badly understands.
> But, if he reads my Python-code, he well understands that I want to tell.
> Everything that it will find useful to the official version it can take.
> But, Mr probably has not enough time for work on the exporter.
> Besides, my version is that I want to have at myself.
> Perhaps, tomorrow either in a year, or in other time I need to create something
> in the Blender and to render a scene in Povray.
> Already today my version is more efficient.
> It is impossible to make all my changes to the official version.
> Also, I don't see that it is possible to add to the official version that it
> became more efficient.

Your work is inspiring. Keep it up.  For now, your version has one problem: One
needs to activate the nodes outside of the POV-Ray Rendering mode, could you
make it so that user who just installed Blender and pov could create a material
or modify the default one with the default scene right after they activated the
addon and switch Blender to POV-Ray renderer? I'm thinking of some switch
between nodal /non nodal materials, so that you don't simply discard all the
existing non nodal functionality of the script.

Also some other functionnalities have been added since you branched such as
UberPOV support in user preferences, blurry reflexions, etc. Just to make sure
you know about it.

The inteface you added for Globals is great I think I will push it whenever I
can.

Thanks.


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