|  |  | 
|  |  |  |  | 
|  |  | 
|  |  | 
|  |  |  |  | 
|  |  | 
|  |  | 
|  |  | Does POV-Ray possess a native shading language enabling the user to define
new materials
in a way similar to RenderMan?
As an example, I could use such a language to generate a scene depth map by
painting the surfaces with their  distance from the camera ...
Thanks a lot for any hint,
 Post a reply to this message
 |  | 
|  |  | 
|  |  | 
|  |  | 
| From: Warp Subject: Re: Defining new materials in a way similar to RenderMan ...
 Date: 24 Aug 2007 09:20:21
 Message: <46cedb15@news.povray.org>
 
 |  |  | 
|  |  | 
|  |  | 
|  |  | flatline <bru### [at] itc it> wrote:
> Does POV-Ray possess a native shading language enabling the user to define
> new materials
> in a way similar to RenderMan?
  Not really. There exists a patch called povman which implements a
subset of the renderman shader language, though.
-- 
                                                          - Warp Post a reply to this message
 |  | 
|  |  | 
|  |  | 
|  |  | 
| From: Tim Attwood Subject: Re: Defining new materials in a way similar to RenderMan ...
 Date: 24 Aug 2007 20:21:42
 Message: <46cf7616$1@news.povray.org>
 
 |  |  | 
|  |  | 
|  |  | 
|  |  | In general Warp is correct, the tricks done with procedural textures in
packages like RenderMan translate poorly to POV.
> As an example, I could use such a language to generate a scene depth map 
> by
> painting the surfaces with their distance from the camera ...
This particular example is very doable in POV though.
You can place all your objects in a single union and then
texture it with a spherical pattern pigment centered on the camera.
If you are using an orthographic camera you can use a gradient
instead. Here's a minimal example scene.
global_settings {
  assumed_gamma 1.0
  hf_gray_16 on
}
#declare CLOC = <0.0, 0.5, -4.0>;
camera {
  location  CLOC
  direction 1.5*z
  right     x*image_width/image_height
  look_at   <0.0, 0.0,  0.0>
}
union { // scene
   plane {y, -1}
   sphere {0.0, 1}
   pigment {
      spherical
      color_map {
         [0 rgb 0]
         [1 rgb 1]
      }
      scale 15
      translate CLOC
   }
   finish {ambient 1}
}
Post a reply to this message
 |  | 
|  |  | 
|  |  | 
|  |  |  |  | 
|  |  | 
|  |  | 
|  |  | "Tim Attwood" <tim### [at] comcast net> wrote:
> This particular example is very doable in POV though.
> You can place all your objects in a single union and then
> texture it with a spherical pattern pigment centered on the camera.
I find for complex scenes it can get annoying to sort out the texture
changes required. MegaPOV's post-processing feature can output a depth map
without requiring any changes to objects, and unlike some of the
post-processing options it doesn't take much time to render.
Tom Post a reply to this message
 |  | 
|  |  | 
|  |  | 
|  |  |  |  | 
|  |  |