POV-Ray : Newsgroups : povray.binaries.images : GUI for Povray : Re: GUI for Povray Server Time
1 Jul 2024 00:17:29 EDT (-0400)
  Re: GUI for Povray  
From: Mr
Date: 28 Dec 2015 08:35:01
Message: <web.56813a29c25a84d81905d9b80@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 22.11.2015 um 11:37 schrieb LanuHum:
> > clipka <ano### [at] anonymousorg> wrote:
> >>
> >> No, no, that's absolutely /not/ what I'm saying.
> >>
> >> What I'm saying is that Blender isn't suited for processing /existing/
> >> POV-Ray scenes.
> >
> > You speak about import of a scene Povray to the Blender? Sorry!
> > :)
> > But, for what it is necessary? Someone has many incomplete projects?
> > It would be desirable to see the .pov file which in your opinion can't be
> > connected with the Blender.
>
> Suppose I want to render a Menger Sponge with a piece of cloth draped
> over it.
>
> Now draping a piece of cloth over a geometric shape should be an easy
> thing to do in Blender, thanks to its cloth simulation. But in order to
> do this, you have to have the geometry first, in a format that Blender
> understands and can work with internally.
>
> Now a Menger Sponge is a pretty complex geometric shape, so I wouldn't
> want to model it by hand. But it can be easily described
> programmatically, and that's what POV-Ray excels at: Procedural creation
> of geometry. So POV-Ray would be my tool of choice to model a Menger Sponge.
>
> I'm sure Blender also provides features to create geometry
> programmatically; but I bet it uses an off-the-shelf scripting language
> that isn't custom-tailored to describing geometry (my bet would be
> Python), so it will be comparatively inefficient for the task, requiring
> a lot of boilerplate code. (Besides, it'll also be a language I don't
> know yet.) So I do want to stick to POV-Ray's scene description language.
>
> So here you have a case where I would want to create geometry in
> POV-Ray, then import that into Blender to do additional work on it, and
> finally export those additions back to POV-Ray to assemble the final scene.


The official version of the exporter, has now integrated many of LanuHum's
primitives, and an Avogadro importer also based on his work.

Except it replaced the creation of mesh spheres in molecules by PovSpheres, one
of the said primitives, this shows it's completely possible to develop what you
want: if you try using these pov primitives, only visible when the chosen
renderer is pov or uberpov, you'll notice they do have a mesh proxy to be
visible in the open gl view, with some degree of tesselation, BUT when rendered
are all really smooth and straight pov primitives... so when you feed an
avogadro pov scene to  blender with pov activated, and render it , you get what
you gave him, perfect sphere,that were never converted to coarse mesh, but
instead stayed pov objects all along, I didn't have the time to do it for the
cylinders of avogadro files, only their spheres as a proof of concept, but many,
primitives are supported on export and in theory, adding them to the importer
will enable this non destructive workflow more generally.


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