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From: Jim Charter
Subject: Re: Modelling with pov-ray?
Date: 12 Oct 2006 16:36:00
Message: <452ea730$1@news.povray.org>
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).


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From: aaglo
Subject: Re: Modelling with pov-ray?
Date: 13 Oct 2006 07:15:00
Message: <web.452f74eb843eb1b62ae40bf50@news.povray.org>
Thank you all for the replies :)

I once tried Moray, but it just didn't feel right (after getting used to the
Pov-ray "interface").

Cheers


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From: Stephen
Subject: Re: Modelling with pov-ray?
Date: 13 Oct 2006 07:25:01
Message: <web.452f765c843eb1b6f1cb1e660@news.povray.org>
"aaglo" <aag### [at] jippiifi> wrote:
> Thank you all for the replies :)
>
> I once tried Moray, but it just didn't feel right (after getting used to the
> Pov-ray "interface").
>
> Cheers

You could try Bishop3D which is new and undergoing Beta testing.

http://www.bishop3d.com/

Stephen


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From: Tek
Subject: Re: Modelling with pov-ray?
Date: 14 Oct 2006 08:16:24
Message: <4530d518@news.povray.org>
Personally I tend to use whatever's "best" for the job, though with a very 
heavy bias towards povray since I have far superior skills with that 
compared to conventional modellers. Generally I use isosurfaces for complex 
organic shapes that have largely random shapes, and Daz studio for more 
specific organic forms like people, CSG for simple man-made objects, and 
modelling programs for anything complex & man-made.

Generally if I can see a way to get it looking good enough in povray I'll do 
it that way. But pov-people are beyond my abilities (though I have seen it 
done).

-- 
Tek
http://evilsuperbrain.com

"aaglo" <aag### [at] jippiifi> wrote in message 
news:web.452ccd72e12f347a2ae40bf50@news.povray.org...
> Hi!
> I'm not sure if this is the correct location, but I'll ask anyway.
>
> I've seen a lot of beautiful pictures rendered with pov-ray, and some
> extremely terrific ones in the hall of fame-galleries. My question
> considers the complex and beautiful models out there: do people model them
> "from scratch" with pov-ray text editor, or do people use some other
> modelling programs or models imported from exteral sources?
>
> I've done myself quite a lot of modelling, rendering & animating with
> pov-ray, but I've never used any modelling programs or pre-made models 
> (you
> can see my work via the link in my signature).
>
> Cheers,
> aaglo
>
> My civ3-units - modelled and animated with pov-ray:
> http://forums.civfanatics.com/showpost.php?p=2036938&postcount=4
>
>
>


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From: nemesis
Subject: Re: Modelling with pov-ray?
Date: 27 Oct 2006 10:25:00
Message: <web.4542165a843eb1b63976a8750@news.povray.org>
I love the povray SDL!  It is the most succint and natural "shading"
language out there, allows an incredible amount of flexibility and, best of
all, allows one to describe some stunning scenes in words.  The best from
those povray short code contests are pure visual/mathematical poetry... :)

couple the SDL with a great text editor such as vim and you've got a pretty
powerful environment to let the imagination flow...


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From: Tek
Subject: Re: Modelling with pov-ray?
Date: 28 Oct 2006 05:12:01
Message: <45431ee1$1@news.povray.org>
"nemesis" <nam### [at] gmailcom> wrote in message 
news:web.4542165a843eb1b63976a8750@news.povray.org...
>I love the povray SDL!  It is the most succint and natural "shading"
> language out there,

Actually as far as "shading" goes pov's pretty lame. e.g. conserve_energy 
only works on transparent things, which means if you want realistic 
gloss-paint you need a layered texture, and pov won't let you layer over 
patterned textures... Seriously these kind of restrictions have no place in 
a shader style language. In fact the whole syntax of the finish statement 
means you have to bend over backwards to do anything clever (like 
anisotropic shading, never mind BRDFs). Uh... oops looks like you touched a 
nerve... :)

But the fact that you can describe objects using a language, so you have 
loops and conditionals and stuff, is just awesome.

-- 
Tek
http://evilsuperbrain.com


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From: David Wallace
Subject: Re: Modelling with pov-ray?
Date: 28 Oct 2006 14:13:58
Message: <45439de6@news.povray.org>
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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From: nemesis
Subject: Re: Modelling with pov-ray?
Date: 29 Oct 2006 15:15:00
Message: <web.45450bbb843eb1b6bc5ee8510@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote:
> Seriously these kind of restrictions have no place in
> a shader style language.

hmm, i'm still to hit any povray limitations.  Can't comment.  But then,
you're seeing it from much higher than i am! :)


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From: Tim Nikias
Subject: Re: Modelling with pov-ray?
Date: 29 Oct 2006 15:31:50
Message: <45450fb6@news.povray.org>
Tek wrote:
> Actually as far as "shading" goes pov's pretty lame. e.g. conserve_energy 
> only works on transparent things, which means if you want realistic 
> gloss-paint you need a layered texture, and pov won't let you layer over 
> patterned textures... Seriously these kind of restrictions have no place in 
> a shader style language. In fact the whole syntax of the finish statement 
> means you have to bend over backwards to do anything clever (like 
> anisotropic shading, never mind BRDFs). Uh... oops looks like you touched a 
> nerve... :)

Hehe, yeah, after a couple of courses at my university I was thinking 
the same thing. BRDFs, better layering etc would really be handy and to 
current standards. Then again, there are always some that implement new 
stuff, and in the recent years advances were rather fast-paced. People 
like to use the new stuff, but there aren't that many able to understand 
how they really work, let alone properly implement them into a versatile 
and powerful environment such as POV-Ray (and no, I don't want half-a** 
implementations like in Maya, where stuff crashes all the time). In some 
regard, there's also the overhead to be considered: we all know how 
radiosity and photons can start crawling with enough samples, simply 
because a raytracer has to raytrace and there aren't as many quick, 
GPU-accelerated approaches on that sector...

Personally, I think that once POV-Ray would allow for multi-pass 
rendering (e.g. with switches for lights on certain passes, object 
on/off etc), people would be able to work around a lot of issues simply 
by rendering a couple dozen passes, e.g. to simulate various 
light-samples and later on, composite them. That's how I actually 
achieve quite a few effects anyways: rendering the scene once or twice 
and using the results to enhance the image (e.g. bloom or glares). I 
don't like how it's a a crude approach and people using different 
software might get different results.

> But the fact that you can describe objects using a language, so you have 
> loops and conditionals and stuff, is just awesome.

Total agreement on that.

-- 
aka "Tim Nikias"
Homepage: <http://www.nolights.de>


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From: Tek
Subject: Re: Modelling with pov-ray?
Date: 30 Oct 2006 09:49:51
Message: <4546110f$1@news.povray.org>
Well  I believe POVMan can do "proper" shading within pov, though I've never 
had a play with it. Basically a ray-tracer is very well suited to shading, 
even when using radiosity, because all you're ever doing is calling a shader 
with an array of light colours coming from different directions (either from 
radiosity or light sources) and asking it to tell you the colour emitted in 
a specific view direction (for either a view ray, reflection, refraciton, or 
radiosity sample). Of course I've oversimplified a little but it should be 
pretty straightforward, just needs the syntax.

BTW, megapov's angle-of-incidence (aoi) pattern lets you fake lots of BRDF 
style shading, so you can overlay 2 of those patterns with one based on the 
angle to the camera and one based on the angle to the light.

-- 
Tek
http://evilsuperbrain.com

"Tim Nikias" <JUS### [at] gmxnetWARE> wrote in message 
news:45450fb6@news.povray.org...
> Tek wrote:
>> Actually as far as "shading" goes pov's pretty lame. e.g. conserve_energy 
>> only works on transparent things, which means if you want realistic 
>> gloss-paint you need a layered texture, and pov won't let you layer over 
>> patterned textures... Seriously these kind of restrictions have no place 
>> in a shader style language. In fact the whole syntax of the finish 
>> statement means you have to bend over backwards to do anything clever 
>> (like anisotropic shading, never mind BRDFs). Uh... oops looks like you 
>> touched a nerve... :)
>
> Hehe, yeah, after a couple of courses at my university I was thinking the 
> same thing. BRDFs, better layering etc would really be handy and to 
> current standards. Then again, there are always some that implement new 
> stuff, and in the recent years advances were rather fast-paced. People 
> like to use the new stuff, but there aren't that many able to understand 
> how they really work, let alone properly implement them into a versatile 
> and powerful environment such as POV-Ray (and no, I don't want half-a** 
> implementations like in Maya, where stuff crashes all the time). In some 
> regard, there's also the overhead to be considered: we all know how 
> radiosity and photons can start crawling with enough samples, simply 
> because a raytracer has to raytrace and there aren't as many quick, 
> GPU-accelerated approaches on that sector...
>
> Personally, I think that once POV-Ray would allow for multi-pass rendering 
> (e.g. with switches for lights on certain passes, object on/off etc), 
> people would be able to work around a lot of issues simply by rendering a 
> couple dozen passes, e.g. to simulate various light-samples and later on, 
> composite them. That's how I actually achieve quite a few effects anyways: 
> rendering the scene once or twice and using the results to enhance the 
> image (e.g. bloom or glares). I don't like how it's a a crude approach and 
> people using different software might get different results.
>
>> But the fact that you can describe objects using a language, so you have 
>> loops and conditionals and stuff, is just awesome.
>
> Total agreement on that.
>
> -- 
> aka "Tim Nikias"
> Homepage: <http://www.nolights.de>


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