POV-Ray : Newsgroups : povray.general : POV-based realtime animation? Server Time
16 Nov 2024 05:17:26 EST (-0500)
  POV-based realtime animation? (Message 1 to 7 of 7)  
From: Samuel T  Benge
Subject: POV-based realtime animation?
Date: 20 Mar 2004 10:15:23
Message: <405C5FD5.3020207@hotmail.com>
Hello,

I was wondering if anyone was ever going to make a realtime animation 
program based on POV-Ray's syntax.

It would be exactly like POV script, so you could open a POV file and 
watch it go. It would probably use openGL. It wouldn't (couldn't) 
support POV's texture patterns, or all of the object primitives, but it 
would support all the programming commands (#declare, #while, inside(), 
trace(), etc.) It would ignore anything it didn't support, probably 
giving you an error in the process, but parsing and animating your code 
nevertheless.

The user would be able to define mesh densities for all the primitives, 
probably as a global setting or menu command. The program might be added 
onto existing versions of POV-Ray as a patch, activated by something in 
the command line or global settings.

Does this sound like a bad, hard-to-implement idea? So many times I have 
wished there was such a program. Both programmers and non-programmers 
alike would probably enjoy using a program like this, since getting set 
up to use openGL or DirectX for a small project can be a real hair-puller.

I'd program it myself if I could, but I'm years behind the kind of skill 
it takes to do so.

-Samuel Benge


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From: Tim Nikias v2 0
Subject: Re: POV-based realtime animation?
Date: 20 Mar 2004 10:49:03
Message: <405c67ef$1@news.povray.org>
> I was wondering if anyone was ever going to make a realtime animation
> program based on POV-Ray's syntax.

It'll be pretty difficult to do. Of course, if you leave out the textures,
handle transparency only in a very crude way, you'd get some sort of effect.
Defining meshes for the primitives would of course be necessary, but it gets
difficult when doing CSG: animated difference? Processing in realtime how
much of a mesh is cut by another primitive, and how to represent the CSG?

AFAIK someone once implemented an OpenGL Preview, it would parse a scene and
you could freely move the camera, CSG was supported. It parsed a few dozen
seconds at that time, but then you had a scene with which you could
experiment for the camera.

Animating it all in realtime seems IMHO to be very difficult to pull off.

Regards,
Tim

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de


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From: ingo
Subject: Re: POV-based realtime animation?
Date: 20 Mar 2004 11:32:32
Message: <Xns94B2B272BBA9Eseed7@news.povray.org>
in news:405### [at] hotmailcom Samuel T. Benge wrote:

> I was wondering if anyone was ever going to make a realtime animation 
> program based on POV-Ray's syntax.
> 

Not POV-based, http://vpython.org/ but it makes building quick animations 
possible.


Ingo


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From: Samuel T  Benge
Subject: Re: POV-based realtime animation?
Date: 20 Mar 2004 12:08:36
Message: <405C7A5E.9010505@hotmail.com>
Thanks Ingo, I'll check it out!

ingo wrote:

> in news:405### [at] hotmailcom Samuel T. Benge wrote:
> 
> 
>>I was wondering if anyone was ever going to make a realtime animation 
>>program based on POV-Ray's syntax.
>>
>>
> 
> Not POV-based, http://vpython.org/ but it makes building quick animations 
> possible.
> 
> 
> Ingo
>


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From: Marc Roth
Subject: Re: POV-based realtime animation?
Date: 21 Mar 2004 11:12:02
Message: <405dbed2$1@news.povray.org>
Tim Nikias v2.0 wrote:
> AFAIK someone once implemented an OpenGL Preview, it would parse a scene and
> you could freely move the camera, CSG was supported. It parsed a few dozen
> seconds at that time, but then you had a scene with which you could
> experiment for the camera.

this sounds very interesting, do you know where i can get this preview? 
i have a patched version of povray which shows the bounding boxes in an 
opengl preview before rendering the real image, which comes in handy to 
find problems due to bad bounding. but you can't move the cam or 
something...

> Regards,
> Tim
> 

bye,
	Marc


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From: ingo
Subject: Re: POV-based realtime animation?
Date: 21 Mar 2004 13:12:38
Message: <Xns94B3C36BACE66seed7@news.povray.org>
in news:405dbed2$1@news.povray.org Marc Roth wrote:

> this sounds very interesting, do you know where i can get this preview?

http://www.daylongraphics.com/other/povray/patches/index.htm

Ingo


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From: Marc Roth
Subject: Re: POV-based realtime animation?
Date: 21 Mar 2004 14:24:14
Message: <405debde$1@news.povray.org>
ingo wrote:

> in news:405dbed2$1@news.povray.org Marc Roth wrote:
> 
> 
>>this sounds very interesting, do you know where i can get this preview?
> 
> 
> http://www.daylongraphics.com/other/povray/patches/index.htm
> 
> Ingo

that's the patch i was referring to, but it isn't possible to move the 
camera without rendering again or did i miss that feature?
bye,
	Marc


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