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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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> 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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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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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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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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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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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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