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> So if i get it right the shader is a function of PovMan...??
More or less. Actually the shader itself is not part of POV's SDL: you write the
shader,
and compile it with another program (povslc.exe). The shader describes the way the
surface is colored, including lighting. That's why the finish of the object should
have
an ambient of 1 and a diffuse of 0.
But shaders are actually a Renderman-thing. Hence the name POVMan...
> The same as the fur...??
Same principles, other formulas :)
> Its been a while for me... =] Where is povMan and is it ported to the mac...??
http://www.aetec.ee/fv/vkhomep.nsf/ I think...
> nice stuff...
tnx :)
> how are you adding the :zk 2000: watermark... Post process or pov
> process...??? Glad to be back btw... =]
post processed, although I could do it with POV-Ray :)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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excellent... let's see it animated! (do I ask this everytime?
uh yes.)
-peter
Zeger Knaepen wrote:
>
> one blob, one shader...
> Parse Time: 1 second
> Trace Time: 10 minutes 24 seconds
> Peak Memory Used: 241464 bytes (235.8KB)
>
> Pentium 3 450Mhz, 192MB RAM under Windows XP, GUI priority: highest, Render
priority:
> lowest
> Rendered in POVMan 0.71.4 (at a resolution of 640*480, cropped using PSP)
>
> Just another shader-test, inspired by HE Day's Christmas animation :)
>
> cu!
> --
> camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
> ;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
> ;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
> <.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
>
> [Image]
--
Current obsession: "Ballet pour ma fille."
http://www.applesnake.net
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> excellent...
tnx :)
> let's see it animated! (do I ask this everytime?
> uh yes.)
A little test-animation is rendering right now :)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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How would you do that inside of pov...?? Without post process...?? So that it would be
the
same all the time no matter what size the image and where the cam. is placed...??
btw i see no port of povMAN for the mac... no bigey tho... =]
Zeger Knaepen wrote:
> > So if i get it right the shader is a function of PovMan...??
> More or less. Actually the shader itself is not part of POV's SDL: you write the
shader,
> and compile it with another program (povslc.exe). The shader describes the way the
> surface is colored, including lighting. That's why the finish of the object should
have
> an ambient of 1 and a diffuse of 0.
> But shaders are actually a Renderman-thing. Hence the name POVMan...
>
> > The same as the fur...??
> Same principles, other formulas :)
>
> > Its been a while for me... =] Where is povMan and is it ported to the mac...??
> http://www.aetec.ee/fv/vkhomep.nsf/ I think...
>
> > nice stuff...
> tnx :)
>
> > how are you adding the :zk 2000: watermark... Post process or pov
> > process...??? Glad to be back btw... =]
> post processed, although I could do it with POV-Ray :)
>
> cu!
> --
> camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
> ;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
> ;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
> <.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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Those balls has a fair rendertime considering you used anti alias.. Btw, I
haven't downloaded Povman mostly because it's always behind the newest Pov
version.. But I'm interested in knowing if the shaders will ever be part of
Pov (copyright issues of Renderman?) and how stable they are at the moment?
Many shaders seem to be slow.. is that right?
Hugo
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> How would you do that inside of pov...?? Without post process...?? So that it would
be
the
> same all the time no matter what size the image and where the cam. is placed...??
By using a customized lensflare with effect_location the same as camera_look_at.
Well, you don't really need a lensflare for that, but I don't know the exact
calculations
to place an object like that, so it's easier for me to use the lensflare INC-file :)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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> Those balls has a fair rendertime considering you used anti alias.. Btw, I
and my new version is a lot faster :)
> haven't downloaded Povman mostly because it's always behind the newest Pov
> version.. But I'm interested in knowing if the shaders will ever be part of
> Pov (copyright issues of Renderman?) and how stable they are at the moment?
I hope they will be part of POV someday. It's really useful.
> Many shaders seem to be slow.. is that right?
Maybe they're slower than regular textures, but try to make smoke like in my animation
without shaders (with media). It'll be much slower than using shaders.
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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Would that work in mega pov...??
If so can u give some pointers or recourses i can research...
I tried to use a bump map for awhile but it looked ugly on some scenes and did not
show at
all in others... thanks for now... =]
ceeyuu too ',
Zeger Knaepen wrote:
> > How would you do that inside of pov...?? Without post process...?? So that it
would be
> the
> > same all the time no matter what size the image and where the cam. is placed...??
> By using a customized lensflare with effect_location the same as camera_look_at.
> Well, you don't really need a lensflare for that, but I don't know the exact
calculations
> to place an object like that, so it's easier for me to use the lensflare INC-file :)
>
> cu!
> --
> camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
> ;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
> ;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
> <.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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Ryan Mooney wrote:
> Its been a while for me... =] Where is povMan and is it ported to the mac...??
There was compiled Mac version sometimes ago. Look for thread "Call for
Mac programmers" in p.unofficial.patches, starting from 21 May 2001.
There should be links to binaries (don't know whether they are still
available tho).
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In article <3C465BBA.69F0669F@earthlink.net>,
Ryan Mooney <rdm### [at] earthlink net> wrote:
> Its been a while for me... =] Where is povMan and is it ported to the mac...??
http://homepage.mac.com/chrishuff/POVMan0714.sit
--
--
Christopher James Huff <chr### [at] mac com>
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