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Stephen <mca### [at] aol com> wrote:
> Well it is a bit soon for me to be using PovRay as a renderer. I want to
> be able to use Blender properly first. But you intrigued me.
> I downloaded the latest version of Blender (2.67a)
> In User Preferences > Renderer. Enable POV-Ray 3.7
> Expand the section and in Preferences (at the bottom of the section)
> Set the location of the PovRay exe.
> //..\..\..\..\..\..\Program Files\POV-Ray\v3.7 RC7\bin\pvengine64.exe
>
> Save User settings.
>
> In Blender set PovRay as the render engine and render.
>
> I got that chequerboard pattern screen then PovRay started and the scene
> rendered in PovRay. When I closed Pov the image appeared in Blender.
>
> I actually had pvengine.ini open in the PovRay editor (Windows) and this
> entry changed.
>
> [LastRender]
> SceneFile=QUICKRES
> OutputFile=c:\users\stephen\appdata\local\temp\tmpydyozc.png
> HistogramFile=
> IniOutputFile=
> CurrentDirectory=C:\Program Files\Blender Foundation\Blender
> SourceFile=C:\Program Files\Blender Foundation\Blender\tmpoluh0u.pov
>
> I changed PovRay's behaviour to close on completion and the whole cycle
> took about 4 seconds for a simple scene.
Thanks for that, Stephen! I didn't think to expand the addon entry in user
preferences to find the option. Figured I'd just get the link to the
documentation and "Report a Bug" like usual.
Stephen <mca### [at] aol com> wrote:
> On 27/05/2013 12:21 PM, Stephen wrote:
> > I am having a problem with this. I can render a scene in PovRay if I
> > have created it after I enable POV-Ray 3.7 as the renderer. But if I try
> > to render an old scene (I only have one that I made myself) the PovRay
> > renders fails.
>
> FYI
> If I export the model as an OBJ then import it into a new scene. It will
> render in Pov.
OK, the same thing is happening over here. Gonna have to file a bug report now
:(
Sam
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"Bill Pragnell" <bil### [at] hotmail com> wrote:
> "Bill Pragnell" <bil### [at] hotmail com> wrote:
> > "Samuel Benge" <stb### [at] hotmail com> wrote:
> > > Pretty! I would love to see a larger version, perhaps with some dispersion :D
> >
> > I'll see what I can do ;) This version doesn't even use area light photons so I
> > could definitely crank it up a bit. Might tighten the view angle too.
>
> Here's a bigger version. I'd forgotten just how slow dispersion can get, so in
> the end I gave up waiting - this version uses area-light photons, but no
> dispersion :( There are still some slight fuzzy artifacts in the caustics, but
> it looks ok in general.
Looks good, even without dispersion ;) You going to try mixing them up in a
single container? :D
It would be great if POV-Ray got a render engine overhaul sometime. What I am
specifically thinking of here is if focal blur + dispersion were combined, to be
able to use a low dispersion_samples value that would be multiplied by the
camera's blur_samples value, to save time when rendering both. Same thing with
radiosity: multiply "count" by the camera's focal blur samples. After all, you
can already do this with area_lights, and radiosity to a degree (if all the
objects have a microscopic surface normal).
Sam
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On 27/05/2013 6:40 PM, Samuel Benge wrote:
> OK, the same thing is happening over here. Gonna have to file a bug report now
Good man. Saves me doing the registering thing.
Now that I've set up the render in Pov, I'll keep it and expand on it as
I gain more proficiency in Blender.
--
Regards
Stephen
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"Samuel Benge" <stb### [at] hotmail com> wrote:
> Looks good, even without dispersion ;) You going to try mixing them up in a
> single container? :D
Hm, could do, but my ubuntu machine's on hiatus suddenly - it occurred to me
that I accidentally installed the 32-bit OS on a 64-bit machine, so I should
probably reinstall before I become too entrenched. I was going to move on to
chimney-felling next, but I might come back to the balls later :)
> It would be great if POV-Ray got a render engine overhaul sometime.
[snip wishlist]
I'd not thought about it that much... it would be nice if there was more control
over dispersion.
Bill
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Bill Pragnell wrote:
> "Bill Pragnell" <bil### [at] hotmail com> wrote:
>> "Samuel Benge" <stb### [at] hotmail com> wrote:
>>> Pretty! I would love to see a larger version, perhaps with some dispersion :D
>>
>> I'll see what I can do ;) This version doesn't even use area light photons so I
>> could definitely crank it up a bit. Might tighten the view angle too.
>
> Here's a bigger version. I'd forgotten just how slow dispersion can get, so in
> the end I gave up waiting - this version uses area-light photons, but no
> dispersion :( There are still some slight fuzzy artifacts in the caustics, but
> it looks ok in general.
>
Nice image, it is a shame that all the things we like to use are so slow
to render. Still this looks good as it is and great photons.
Sean
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On 05/27/2013 10:22 AM, Stephen wrote:
> FYI
> If I export the model as an OBJ then import it into a new scene. It will
> render in Pov.
>
have you tried saving as blender file ... then render? i've had some
problems when i import 3ds files, do some cleanup then re-export the
modified file as 3ds for use with poseray. some minor problems with
origin cleared up when i did save 1st ... then export
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Hijacking this thread so I've moved my answer to you to a new one.
Continuing Blender-PovRay discussion.
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
> Hijacking this thread so I've moved my answer to you to a new one.
Take this thread straight to Cuba!
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On 28/05/2013 11:26 AM, Bill Pragnell wrote:
> Stephen <mca### [at] aol com> wrote:
>> Hijacking this thread so I've moved my answer to you to a new one.
>
> Take this thread straight to Cuba!
>
>
But I'm using a laptop. Cuda is no use to me.
Anyway the food in Cuba leaves a lot to be desired.
--
Regards
Stephen
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Just picking up on old posts I hadn't found the time to read, so here's
some quite late reply...
Am 27.05.2013 19:52, schrieb Samuel Benge:
> It would be great if POV-Ray got a render engine overhaul sometime. What I am
> specifically thinking of here is if focal blur + dispersion were combined, to be
> able to use a low dispersion_samples value that would be multiplied by the
> camera's blur_samples value, to save time when rendering both.
Currently working on something along those lines, actually.
> Same thing with
> radiosity: multiply "count" by the camera's focal blur samples.
As for the combination of focal blur and radiosity, that won't fly,
because radiosity samples are cached and re-used, so you don't get
<blur_samples> * <radiosity count> secondary rays anyway. (That's
actually the difference in technique between POV-Ray and MCPov as far as
indirect illumination is concerned.)
It should work though for the combination of radiosity and other
multi-sample effects, such as radiosity and area lights. (Not sure off
the top of my head whether radiosity sampling currently honors area
lights or just simplifies them to point lights.)
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