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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,
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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>
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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
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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>
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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}
}
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"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
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