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Jim Charter wrote:
> aaglo wrote:
>
>> My civ3-units - modelled and animated with pov-ray:
>> http://forums.civfanatics.com/showpost.php?p=2036938&postcount=4
>>
>
>
> Great models! Thought they seem incomplete without a scene or game to
> contain them.
>
> (And this, in a way, colors your question, which might also encompass
> the larger issue of scene building.)
>
> POV-Ray levels the playing field, in a manner of speaking, because it
> offers only the scene langauge interface.
>
> Mesh models must either be generated with the scene language directly (a
> practice that may be quite unique to POV artists) or modelled in an
> external product then translated into scene language.
>
> Models composed of "primitives" and employing CSG also may be
> articulated in the scene language directly or composed in an external
> product where either a model, or a complete scene, can be built and
> translated.
>
> This stands in some contrast to renderers that have scene modelling GUI
> interfaces built into them. These products, which may also support
> scene language, arguably, may induce a tendency away from experimenting
> with program generated effects, and away from the use of primitives, and
> toward the apparent homogeneity and flexibility that mesh can offer
> within that integrated context.
>
> It is sometimes argued here that the modelling potential of POV's scene
> language is the unique and powerful aspect that differentiates it from
> the crowd. Maybe so. I tend to see it as uniquely neutral and
> encompassing. It keeps techniques distinct by remaining neutral to them
> all.
>
> So with POV you may find artists who model entire buildings, brick by
> primitive brick (Ib), or by hand with program generated mesh (Shay), or
> from large primitives with image and bumpmaps applied (Gilles), or from
> mesh-based height-fields tilted to form walls (Jaime), or from
> isosurfaces formed with math functions alone (Mike and others), or brick
> by preformed brick, preformed from generated mesh (Bill), or from a
> collection of primitives to suggest pillars and walls (Everybody), or
> modelled in a mesh modeller first then imported (Gilles).
>
Then there are people like myself who create, adopt, and/or modify POV-Ray macro
and include files to model whole objects or parts thereof. Gilles does some of
this also. I will consider isosurfaces if surface displacement in detail is
required. For landscapes I use POV-Ray/GIMP to generate images of arbitrary
size for height fields.
To each his own. Pick a style that works for you and refine it as you go.
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