POV-Ray : Newsgroups : povray.general : Defining new materials in a way similar to RenderMan ... Server Time
31 Jul 2024 08:25:37 EDT (-0400)
  Defining new materials in a way similar to RenderMan ... (Message 1 to 4 of 4)  
From: flatline
Subject: Defining new materials in a way similar to RenderMan ...
Date: 24 Aug 2007 09:10:00
Message: <web.46ced7a9a702e3b3948923d30@news.povray.org>
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>
flatline <bru### [at] itcit> 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>
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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From: Tom York
Subject: Re: Defining new materials in a way similar to RenderMan ...
Date: 25 Aug 2007 21:45:01
Message: <web.46d0da6d7f6cd557d55e4a40@news.povray.org>
"Tim Attwood" <tim### [at] comcastnet> 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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