POV-Ray : Newsgroups : povray.general : POV-Ray Origins Server Time
27 Jul 2026 07:51:46 EDT (-0400)
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From: ingo
Subject: Re: POV-Ray Origins
Date: 27 Mar 2026 14:45:00
Message: <web.69c6cf9051ecd28817bac71e8ffb8ce3@news.povray.org>
David Buck <dav### [at] simberoncom> wrote:

> Somehow, I've always liked creating scenes by text.  I know graphical
> interfaces make it easy, but I can always be more precise with text.

In a gui the slider goes from [0-1], in POV-Ray we can use light intensity way
beyond or use negative light to calculate something.

I used AutoCAD in it's early days. You type the dimensions, not mouse them.

Playing with code to create (Gordon and Tensor product) surfaces, with a real
time viewer typing numbers for creating the base curves is easier and faster
than click click.

Playing with clay like mesh modeling is very hard without gui.

cheers,

ingo


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From: GioSeregni
Subject: Re: POV-Ray Origins
Date: 27 Mar 2026 16:35:00
Message: <web.69c6e92851ecd2883d6ac93f59126100@news.povray.org>
David Buck <dav### [at] simberoncom> wrote:
> On 2026-03-27 8:55 a.m., GioSeregni wrote:
> >
> > I met David Buck on Facebook group, and I'm happy to see him here too.
> > I'm very grateful to him.
> > I've been on POV-ray almost every day since the DKB days.
> > I still have a booklet that was published in Italy around that time,
> > attached to a PC magazine, with the DKB disk.
> >
> > one of the first tests of my DXF to DKB parser
> >
>
>
> What I've always loved about the DKBTrace / POV-Ray community is that
> they took what they had and ran with it to create converters and
> generators that helped reduce the effort required to create models and
> scenes.  There are lots of tools that generate spirals, trees, leaves,
> blades of grass, and tons more.  As I said, I released it to allow
> others to have fun with it as well and I'm delighted to see how that
> turned out.
>
> David

In 1987 I was a young architect 36 years old, so I found DKB very usefull to
check and to present my projects.
Today, many nany years later, I create 3D models by 3D print, so PovRay, and my
editor-converter DXF/Pov-inc/STL is ever on my desk!


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From: David Buck
Subject: Re: POV-Ray Origins
Date: 27 Mar 2026 17:43:58
Message: <69c6fa1e$1@news.povray.org>
On 2026-03-27 4:31 p.m., GioSeregni wrote:
> 
> In 1987 I was a young architect 36 years old, so I found DKB very usefull to
> check and to present my projects.
> Today, many nany years later, I create 3D models by 3D print, so PovRay, and my
> editor-converter DXF/Pov-inc/STL is ever on my desk!
> 

That's a use for POV-Ray that I never anticipated.  I have a Bambu A1 
Combo but I haven't tried converting POV-Ray files to STL.

David


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From: GioSeregni
Subject: Re: POV-Ray Origins
Date: 27 Mar 2026 21:30:00
Message: <web.69c72e1351ecd2883d6ac93f59126100@news.povray.org>
David Buck <dav### [at] simberoncom> wrote:
> On 2026-03-27 4:31 p.m., GioSeregni wrote:
> >
> > In 1987 I was a young architect 36 years old, so I found DKB very usefull to
> > check and to present my projects.
> > Today, many nany years later, I create 3D models by 3D print, so PovRay, and my
> > editor-converter DXF/Pov-inc/STL is ever on my desk!
> >
>
> That's a use for POV-Ray that I never anticipated.  I have a Bambu A1
> Combo but I haven't tried converting POV-Ray files to STL.
>
> David

About 3D print I limit myself to mesh, triangle, smooth_mesh, and colors.
Camera only for DXF, because it's not supported in STL.

The parser that I use for architecture, however, is enormous. Each object in the
dwg is very schematic, a simple, quick block, but then it calls its twin INCs,
which are very elaborate when I translate for PovRay.
And I also have a system of seasonal indicators, day and night time, lights,
underwater.. etc etc dwg variables or layers
more naturally colors and textures...


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From: yesbird
Subject: Re: POV-Ray Origins
Date: 28 Mar 2026 08:24:12
Message: <69c7c86c$1@news.povray.org>
On 27/03/2026 03:22, David Buck wrote:
> Hi everyone.  David (Kirk) Buck here.  I'm the original author of 
> DKBTrace and POV-Ray.
>

Thank you so much for creating such a powerful and flexible tool.
When I was a student, I learned 3D basics with it. It still remains
unbeatable in many aspects, although modern technology goes far beyond.

Please look at the example of combination modern WebGL and high quality
rendering with POV-Ray: https://galleries.yesbird.online/jewelry/

With appreciation,
YB


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From: yesbird
Subject: Re: POV-Ray Origins
Date: 28 Mar 2026 08:30:51
Message: <69c7c9fb$1@news.povray.org>
On 27/03/2026 23:31, GioSeregni wrote:
> Today, many nany years later, I create 3D models by 3D print, so PovRay, and my
> editor-converter DXF/Pov-inc/STL is ever on my desk!
> 

Maybe you will find this tool useful also:
https://povlab.yesbird.online/studio/
-- 
YB


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From: GioSeregni
Subject: Re: POV-Ray Origins
Date: 28 Mar 2026 10:45:00
Message: <web.69c7e83351ecd288fb6d4cca59126100@news.povray.org>
yesbird wrote:
> On 27/03/2026 23:31, GioSeregni wrote:
> > Today, many nany years later, I create 3D models by 3D print, so PovRay, and my
> > editor-converter DXF/Pov-inc/STL is ever on my desk!
> >
>
> Maybe you will find this tool useful also:
> https://povlab.yesbird.online/studio/
> --
> YB

Thanks, I'll take a look.
Geometrically, I'm pretty good. The biggest challenge is unraveling PovRay's
syntax, because it's very rich and doesn't have strict formatting rules. So,
after each object, I have to accumulate the strings until I get parity between
the number of curly brackets... and then delve into the single string I've
constructed...
the heart of my parser is the construction of its database, in which the various
3D formats can enter and exit, rearranging the elements according to the needs
of each format

TYPE INTERNAL_DATA
 numfacets AS LONG ' 4 bytes
 Xmin AS DOUBLE
 Xmax AS DOUBLE
 Ymin AS DOUBLE
 Ymax AS DOUBLE
 Zmin AS DOUBLE
 Zmax AS DOUBLE    'HEADER

' start bloCnt________________________

 x0      As Double
 y0      As Double
 z0      As Double
 x1      As Double
 y1      As Double 'vertex = 72 bytes
 z1      As Double
 x2      As Double
 y2      As Double
 z2      As Double '__________________
 LayerCo As Double    ' 8 bytes
 EntitCo As Double    ' 8 bytes
 Transp  As Double    ' 8 bytes
' end bloCnt  ________________________
'                   repeat bloCnts
 TargetX AS DOUBLE
 TargetY AS DOUBLE
 TargetZ AS DOUBLE
 WPntX   AS DOUBLE 'view = 48 bytes
 WPntY   AS DOUBLE
 WPntZ   AS DOUBLE
 Orto    AS DOUBLE   '8 bytes
'-------------------------------------
END TYPE


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From: yesbird
Subject: Re: POV-Ray Origins
Date: 28 Mar 2026 11:34:21
Message: <69c7f4fd$1@news.povray.org>
On 28/03/2026 17:41, GioSeregni wrote:
> Thanks, I'll take a look.
> Geometrically, I'm pretty good. The biggest challenge is unraveling PovRay's
> syntax, because it's very rich and doesn't have strict formatting rules. So,
> ...

Yes, I agree, SDL is tricky and sometimes not friendly - this is the
reason why so many people prefer to avoid it.

> the heart of my parser is the construction of its database, in which the various
> 3D formats can enter and exit, rearranging the elements according to the needs
> of each format

In converter, mentioned above, I solved this problem with Three.js.
The following formats are supported now:
Input: obj, fbx, glb, gltf, stl.
Output: glb, gltf, pov.
-- 
YB


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From: GioSeregni
Subject: Re: POV-Ray Origins
Date: 29 Mar 2026 06:50:00
Message: <web.69c903bb51ecd288f0a9f81759126100@news.povray.org>
> In converter, mentioned above, I solved this problem with Three.js.
> The following formats are supported now:
> Input: obj, fbx, glb, gltf, stl.
> Output: glb, gltf, pov.
> --
> YB

eh eh the output is never a problem
but I don't see the input for pov...
aand DXF very useful

I'm converting my converter from 32 to 64 bit. I started it many years ago,
using RapidQ (32) , easy to write but now too much slow.

So I looked for other languages, but gave up. Too many inclusions, too many
libraries to load even just to write "hello world."
It's not possible to always check for updates and compatibility, with algorithms
you have no way of controlling or to waste your time searching the bugs..
I finally arrived at a procedure that satisfies me.

For now I have kept the interface and file management written in Rapidq.
Instead the calls to the working and writing routines are entrusted to a second
executable written in QB64PE, which is great and compiles in C++.
Complicated comparison operations that used to take hours, such as those with
normal vectors on huge files, now take minutes.
And the others a few seconds.
I think that in a few months, I haven't written the documentation yet, I will be
able to make the two sources public.
Plus an include "lang".
Only 3 files, which can be compiled simply with the standard RapidQ and QB64PE
compilers, WITHOUT any additional libraries or anything else.

It's the only way to publish, today any executable file, if it doesn't have the
blackmail price for certification, it gives false positives.

BR
G.


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From: yesbird
Subject: Re: POV-Ray Origins
Date: 29 Mar 2026 09:07:12
Message: <69c92400$1@news.povray.org>
On 29/03/2026 13:49, GioSeregni wrote:
> eh eh the output is never a problem
> but I don't see the input for pov...
> aand DXF very useful

I have a DXF converter as a separate C program:
https://github.com/syanenko/dxf2pov
but found it unuseful in Studio, as it's outdated and rarely used now.

As for POV input, I don't see the use case for it.
Who wants to write a scene on SDL and then transfer it somewhere (where
and why ?).

> Instead the calls to the working and writing routines are entrusted to a second
> executable written in QB64PE, which is great and compiles in C++.

Is this a QBasic and is it still alive ?
It was the first language I learned, so many years ago ...


> It's the only way to publish, today any executable file, if it doesn't have the
> blackmail price for certification, it gives false positives.
>

Wish you good luck with publishing, hope it will be demanded.
--
YB


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