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It has been years since the last time I used Povray. The version I used was I
think Povray 3.1. Hopefully the sdl still has some things I can recognize.
My question concerns a sentence from the download page: "Moray, like POV-Ray
3.6, has some issues running on Vista systems."
Is there a list of the problems caused by running POV-Ray 3.6. on Vista.
Would it be better to use Pov-Ray 3.5 instead?
Any feedback on what problems people have experiences using Moray on Vista would
be useful too.
I know I need to get rid of Pista.
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On 26/02/2011 8:29 PM, Unit Ball wrote:
> It has been years since the last time I used Povray. The version I used was I
> think Povray 3.1. Hopefully the sdl still has some things I can recognize.
>
> My question concerns a sentence from the download page: "Moray, like POV-Ray
> 3.6, has some issues running on Vista systems."
>
> Is there a list of the problems caused by running POV-Ray 3.6. on Vista.
> Would it be better to use Pov-Ray 3.5 instead?
>
> Any feedback on what problems people have experiences using Moray on Vista would
> be useful too.
>
> I know I need to get rid of Pista.
Until Moray has been re-written it does not really work with PovRay 3.6
only 3.5. Some people run it with 3.5 then manually render the exported
pov file in 3.6.
Moray has been acquired by the Pov team and will be re-written after the
release of PovRay 3.7
--
Regards
Stephen
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Thanks Stephen!
But what about PovRay 3.6 on Vista, will this cause major problems or should I
just settle for 3.5 for now. Will 3.5 run fine on Vista.
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On 26/02/2011 9:31 PM, Unit Ball wrote:
> Thanks Stephen!
> But what about PovRay 3.6 on Vista, will this cause major problems or should I
> just settle for 3.5 for now. Will 3.5 run fine on Vista.
I quite liked Vista but I'm running Win 7 now as I get through laptops
like nobodies business.
IIRC PovRay 3.6.2 runs fine on Vista, I can't remember if I had to use
the compatibility settings.
There is another modeller, that I use, which works with Pov 3.7.
Bishop3D can actually import a subset of PovRay's SDL and again AFAICR
the only thing it has problems with in Moray scripts is "clipped by" but
it is easy enough to difference a box.
--
Regards
Stephen
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> It has been years since the last time I used Povray. The version I used was I
> think Povray 3.1. Hopefully the sdl still has some things I can recognize.
>
> My question concerns a sentence from the download page: "Moray, like POV-Ray
> 3.6, has some issues running on Vista systems."
>
> Is there a list of the problems caused by running POV-Ray 3.6. on Vista.
> Would it be better to use Pov-Ray 3.5 instead?
>
> Any feedback on what problems people have experiences using Moray on Vista would
> be useful too.
>
> I know I need to get rid of Pista.
>
>
>
Apart that under Vista you can't write to the programm files folder and
need to install in some other custom location, it runs just fine.
The syntax did'nt change that much between 3.1 and 3.6. Some of the
changes follows:
The old athmosphere and glow no longer work. I don't remember if the
change preceded or followed version 3.1. They have been replaced with media.
Media use sampling method 3.
It use only 1 intervals, and MUST be left at that value. Larger values
drasticaly slow down the rendering speed.
samples default to 10, and any second value is always ignored. Add more
samples as needed. samples 100 is faster than intervals 5 samples 1,5.
On older media using scenes, add sampling_method 1 if you want to keep
the old behaviour, or adjust the parameters for the new one.
The noise generator had some minor glitch corrected. noise_generator 1
use the original code. noise_generator is the same but is range
corrected. Default is noise_generator 3 that use a pirlin noise.
In 3.7: ADDED features.
Parallel processing that will use all available processors/cores.
area_illumination for area_light.
Beter and faster radiosity code. NO major syntax change, some optional
added.
Now support count larger that 1600 and adaptive radiosity sampling.
When using radiosity, the ambient components are suppressed. You now use
emission in the finish for objects that are intended to emit light.
backside illumination. Just add a second value for the diffuse component
of your finish to enable.
Support for high dynamic range imaging for both image_map and output
image file.
In alpha stage: subsurface light transport.
Alain
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Alain wrote:
> ...
> backside illumination. Just add a second value for the diffuse component
> of your finish to enable.
> ...
Will that take the place of double_illuminate, or does it have a
different effect?
--Sherry Shaw
--
#macro T(E,N)sphere{x,.4rotate z*E*60translate y*N pigment{wrinkles scale
.3}finish{ambient 1}}#end#local I=0;#while(I<5)T(I,1)T(1-I,-1)#local I=I+
1;#end camera{location-5*z}plane{z,37 pigment{granite color_map{[.7rgb 0]
[1rgb 1]}}finish{ambient 2}}// TenMoons
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Am 27.02.2011 00:30, schrieb Sherry Shaw:
> Alain wrote:
>> ...
>> backside illumination. Just add a second value for the diffuse
>> component of your finish to enable.
>> ...
>
> Will that take the place of double_illuminate, or does it have a
> different effect?
double_illuminate still works for backward compatibility. Backside
illumination is slightly different, in that it also takes into account
radiosity & photons illumination, while double_illuminate only supports
classic light sources. And of course backside illumination allows you to
control the strength of front- and backside illumination separately,
while double_illuminate gives the same brightness for illumination from
either sides.
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Ah, excellent. I have a couple of double-illuminated lampshades
floating around that I'll need to consider upgrading. THX!
--Sherry Shaw
--
#macro T(E,N)sphere{x,.4rotate z*E*60translate y*N pigment{wrinkles scale
.3}finish{ambient 1}}#end#local I=0;#while(I<5)T(I,1)T(1-I,-1)#local I=I+
1;#end camera{location-5*z}plane{z,37 pigment{granite color_map{[.7rgb 0]
[1rgb 1]}}finish{ambient 2}}// TenMoons
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From: Christian Froeschlin
Subject: Re: Vista and 3.6 and moray incompatibilities
Date: 26 Feb 2011 19:02:06
Message: <4d69947e@news.povray.org>
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Unit Ball wrote:
> But what about PovRay 3.6 on Vista, will this cause major problems or should I
> just settle for 3.5 for now.
Note that development of 3.7 is now already in a fairly stable
release candidate phase so you may consider foregoing 3.6 altogether
if you now start to reacquaint yourself with POV-Ray. 3.7 should be
faster with multiple cores and work fine on Vista.
It's available at http://www.povray.org/beta/
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> Ah, excellent. I have a couple of double-illuminated lampshades floating
> around that I'll need to consider upgrading. THX!
>
> --Sherry Shaw
>
You use it like this:
finish{diffuse 0.5, 0.3}
This mean that the front side have 50% illumination and the back side
have 30%.
You can have diffuse 0.1, 0.9 if you want to.
Normaly, you want the sum of both values plus ambient to be 1 or less.
If the object used have some thickness, you need to use radiosity to
enable the light to travel through. You'll probably need recursion_level
of 2 or more in that case. This is a case where front + back can be
larger than one, as there is an additional step.
Alternatively, you can use inside_texture{pigment{rgbt 1}} so that the
face can "see" the illumination.
Alain
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