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Hi all, wonder if someone can help me - I've read the POVRay manual cover to
cover and have modeled some basic primitives with various lightings, etc...
I've made the standard spinning earth in space, some basic flying text - you
get the point...
What I need to know is where I can find info on the next step to generating
real-world scenes - obviously I'm a long way from that yet but maybe some
tutorials on how to (say) model buildings, nice rolling plains, etc...
I knwo I can do some of the above with a VERY long list of primitives but it
seems to me there must be a better way?
Any help greatly appreciated
Regards,
Basiclife
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"Simon" <povray@NOSPAM|SOWare.co.uk> wrote:
> What I need to know is where I can find info on the next step to generating
> real-world scenes...
> I knwo I can do some of the above with a VERY long list of primitives but it
> seems to me there must be a better way?
You can either model your whole scene, objects and textures in a 3D visual
modeller package, like Moray, Wings3D, Blender, 3DSMax etc and then export
the scenes to povray for final rendering. This is the artist's way.
Or you can master povray SDL and create your own scripts, macros and
development processes. This is the programmer's way.
The latter way is very well suited for abstract concepts, random landscapes
or architectural stuff. The former is good for characters, organics and
more complex shapes.
povray is for everyone! :)
BTW, even modellings things in visual modellers will take a lot of time and
patience, depending on your commitment and will...
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On Sat, 5 May 2007 14:58:10 +0100, "Simon" <povray@NOSPAM|SOWare.co.uk> wrote:
>Any help greatly appreciated
That is a difficult question. I don't think that anyone has written a tutorial
like that.
What I do is, think of a scene that I would like to see. Say, a house on a hill
with a gate opening on to a path. I would build the components separately. Bring
them together in one scene and see how they go together. I'd probably find that
I wasn't happy with it and would want to improve the sky, find a way to make
better grass etc.
What I'm saying is I start off with a simple object and develop it until I'm
happy with it then build another and so on then combine them. To help me, I use
Moray as using a modeller suits me. Also the Moray site has models that people
have uploaded so they can be used as examples or ready made props.
Post what you are doing in povray.binaries.images and ask for comments, you are
sure to get them. {BTW it is traditional that your first post is a variation of
a reflective sphere on a chequered plane (RSOCP). That should get you thinking
:-}
Welcome and good luck.
Regards
Stephen
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Thanks very much for the help Stephen. I'll get going on my Sphere/Plane :)
then have a go at buyilding up something more complex.
Regards,
Simon
"Stephen" <mcavoysATaolDOTcom@> wrote in message
news:v5hp33tj3s0oqrjhertafpdb6otm495qqk@4ax.com...
> On Sat, 5 May 2007 14:58:10 +0100, "Simon" <povray@NOSPAM|SOWare.co.uk>
> wrote:
>
>>Any help greatly appreciated
>
> That is a difficult question. I don't think that anyone has written a
> tutorial
> like that.
> What I do is, think of a scene that I would like to see. Say, a house on a
> hill
> with a gate opening on to a path. I would build the components separately.
> Bring
> them together in one scene and see how they go together. I'd probably find
> that
> I wasn't happy with it and would want to improve the sky, find a way to
> make
> better grass etc.
> What I'm saying is I start off with a simple object and develop it until
> I'm
> happy with it then build another and so on then combine them. To help me,
> I use
> Moray as using a modeller suits me. Also the Moray site has models that
> people
> have uploaded so they can be used as examples or ready made props.
> Post what you are doing in povray.binaries.images and ask for comments,
> you are
> sure to get them. {BTW it is traditional that your first post is a
> variation of
> a reflective sphere on a chequered plane (RSOCP). That should get you
> thinking
> :-}
> Welcome and good luck.
>
> Regards
> Stephen
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Thanks nemesis,
I have to say the programmers way sounds right for me to start on - I'm a
developer by trade so it seems a logical start. One thing I would ask is -
Any goods sites on scripting/macros?
Thanks again for the help,
Regards,
Simon...
"nemesis" <nam### [at] gmailcom> wrote in message
news:web.463cb1ba341096a2229e83900@news.povray.org...
> "Simon" <povray@NOSPAM|SOWare.co.uk> wrote:
>> What I need to know is where I can find info on the next step to
>> generating
>> real-world scenes...
>> I knwo I can do some of the above with a VERY long list of primitives but
>> it
>> seems to me there must be a better way?
>
> You can either model your whole scene, objects and textures in a 3D visual
> modeller package, like Moray, Wings3D, Blender, 3DSMax etc and then export
> the scenes to povray for final rendering. This is the artist's way.
>
> Or you can master povray SDL and create your own scripts, macros and
> development processes. This is the programmer's way.
>
> The latter way is very well suited for abstract concepts, random
> landscapes
> or architectural stuff. The former is good for characters, organics and
> more complex shapes.
>
> povray is for everyone! :)
>
> BTW, even modellings things in visual modellers will take a lot of time
> and
> patience, depending on your commitment and will...
>
>
>
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On Sat, 5 May 2007 19:17:31 +0100, "Simon" <povray@NOSPAM|SOWare.co.uk> wrote:
>Thanks very much for the help Stephen. I'll get going on my Sphere/Plane :)
>then have a go at buyilding up something more complex.
Don't be surprised if you get sidetracked along the way :-)
Regards
Stephen
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Stephen <mcavoysATaolDOTcom@> wrote:
> On Sat, 5 May 2007 19:17:31 +0100, "Simon" <povray@NOSPAM|SOWare.co.uk> wrote:
>
> >Thanks very much for the help Stephen. I'll get going on my Sphere/Plane :)
> >then have a go at buyilding up something more complex.
>
> Don't be surprised if you get sidetracked along the way :-)
>
> Regards
> Stephen
true, true! I've been in a state of povray SDL experimentation literally
for ages without never quite attempting something seriously substantial.
:D
though that is changing...
regarding links, here's a quicky glimpse from a few of the povray masters:
http://www.imagico.de/
http://www.ignorancia.org/
http://www.oyonale.com/oy_en.htm
http://runevision.com/3d/
you'll find plenty of include files, useful macros, extensively macro
libraries and tutorials...
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"Simon" <povray@NOSPAM|SOWare.co.uk> schreef in bericht
news:463c8d62$1@news.povray.org...
> Hi all, wonder if someone can help me - I've read the POVRay manual cover
> to cover and have modeled some basic primitives with various lightings,
> etc... I've made the standard spinning earth in space, some basic flying
> text - you get the point...
>
> What I need to know is where I can find info on the next step to
> generating real-world scenes - obviously I'm a long way from that yet but
> maybe some tutorials on how to (say) model buildings, nice rolling plains,
> etc...
>
> I knwo I can do some of the above with a VERY long list of primitives but
> it seems to me there must be a better way?
>
Hi Simon,
One thing that you can do already if you want to approach the real-world
scenes, is to experiment with height_field {} (later going on to
isosurfaces...). If you want nice rolling plains and distant mountains, that
is the way to go, and it is very simple and rewarding. Once you have a
landscape that appeals to you, ideas for objects in that landscape will come
easily, and then it will be as Stephen said.
Thomas
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Stephen wrote:
>What I'm saying is I start off with a simple object and develop it until I'm
>happy with it then build another and so on then combine them.
>
Or, you could do the exact opposite. ;) My personal preference is to
take a top-down approach, by laying out a scene with placeholders
representing the main objects--a box for the house, a sphere for the
lilac bush, whatever--and then playing with the camera placement and
angle, light_source locations, and so forth until I like it. Then I
start adding detail, beginning with things like additional shapes or
colors and working down to the tiny bits, greebles, etc. It seems to me
that this approach is more likely to let you "see" things that you
didn't anticipate when you planned the scene--"Hey, there's a bug
crawling on that rock!"--as well as saving the frustration of realizing
that your carefully designed thingy is completely hidden by the doodad.
OTOH, you know you're hooked when you see an interesting object and
automatically start coding it in your head. ;)
Just some thoughts,
--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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Thanks very much! I'll have a look at that.
As soon as I've got a few images together, I'll re-do my site into a gallery
and display them for some feedback.
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