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From: Warp
Subject: Re: how to integrate povray into Maya
Date: 19 Oct 2009 15:34:46
Message: <4adcbf56@news.povray.org>
nemesis <nam### [at] gmailcom> wrote:
> Warp escreveu:
> > Roman Reiner <lim### [at] gmxde> wrote:
> >> I fail to see why you would want to render a maya scene with povray...
> > 
> >   Because POV-Ray is enormously better than Maya? ;)

> Maya comes with Mental Ray.

  And?

-- 
                                                          - Warp


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From: Saul Luizaga
Subject: Re: how to integrate povray into Maya
Date: 20 Oct 2009 21:17:13
Message: <4ade6119$1@news.povray.org>
Warp wrote:
> Roman Reiner <lim### [at] gmxde> wrote:
>> I fail to see why you would want to render a maya scene with povray...
> 
>   Because POV-Ray is enormously better than Maya? ;)
> 
+1 :-D


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From: nemesis
Subject: Re: how to integrate povray into Maya
Date: 20 Oct 2009 21:40:00
Message: <web.4ade65ac5fcaf145a7aa739d0@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> nemesis <nam### [at] gmailcom> wrote:
> > Warp escreveu:
> > > Roman Reiner <lim### [at] gmxde> wrote:
> > >> I fail to see why you would want to render a maya scene with povray...
> > >
> > >   Because POV-Ray is enormously better than Maya? ;)
>
> > Maya comes with Mental Ray.
>
>   And?

Do I really need to?

In any case, here's food for thought:
http://en.wikipedia.org/wiki/Dielectric_Shader

I'm yet to be able to emulate it in its glorious colors...


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From: scott
Subject: Re: how to integrate povray into Maya
Date: 21 Oct 2009 05:32:58
Message: <4aded54a$1@news.povray.org>
> In any case, here's food for thought:
> http://en.wikipedia.org/wiki/Dielectric_Shader

Doesn't POV already support the Fresnel equations, Snell's law and Beer's 
law?

One thing that seems better than POV is that it supports direct 
dielectric-dielectric interface, in POV you either have to go back through 
air, mess with coincident surfaces, or have two interfaces.


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From: nemesis
Subject: Re: how to integrate povray into Maya
Date: 21 Oct 2009 14:06:23
Message: <4adf4d9f@news.povray.org>
scott escreveu:
>> In any case, here's food for thought:
>> http://en.wikipedia.org/wiki/Dielectric_Shader
> 
> Doesn't POV already support the Fresnel equations, Snell's law and 
> Beer's law?
> 
> One thing that seems better than POV is that it supports direct 
> dielectric-dielectric interface, in POV you either have to go back 
> through air, mess with coincident surfaces, or have two interfaces.

I've tried very hard to emulate one of those renders in the past:

http://i36.tinypic.com/i267wi.png

not quite like it.  Perhaps I should use some more extreme settings and 
render times?  Colors are never that vivid and transparent!

here's the code:


/**
  * mental ray can, so can povray
**/



#local GI = no;
#local CAUSTICS = on;
#local SOFTSHADOWS = on;
#local BLUR = 30;

background { rgb 0 }

#macro reflmat( fdcol )
	/*texture {
		pigment { rgbt fdcol + <0,0,0,.96> }
		finish {
		    diffuse .0 ambient .0 brilliance 1.1 metallic 1
		}
	}*/
	texture {
		//pigment { rgbt <1,1,1,.97> }
		pigment { rgbft fdcol + <0,0,0,.3,.68> }
		finish {
		    diffuse 20 ambient .0 brilliance 3 metallic 1
		    reflection { .05,.98 metallic 0 fresnel on exponent 2 }
			conserve_energy
		}
	}
         hollow
         interior { ior 1.5 //fade_power 2 fade_distance .2 fade_color 
fdcol*1
             //media { scattering { 1, fdcol/10 extinction 1 } }
             media { absorption (1-fdcol)*.16 samples 5 }
             media { emission .3*fdcol }
         }
         photons { target on refraction on collect off }
#end


// cena
union {
     // chao
     plane { y, 0 pigment { rgb 1 } finish { ambient .06 diffuse .6 }
         photons { target off refraction on collect on }
     }
     // as duas semi-roscas:  red (x) e blue (z)
     union {
         torus { 1.2,.16 reflmat( z ) rotate x*90 translate -y*.0 + x/3 }
         torus { 2,.2 reflmat( x ) rotate x*90+y*90 translate -y*.4 }
         translate -y/2
     }

     light_source { 7*y 1.5
         #if (SOFTSHADOWS)
         //spotlight point_at 0
         area_light 1.4*x,1.4*z,5,5 jitter adaptive .001
         #end
         photons { refraction on area_light }
     }

     box { -1,1 scale y*2 translate y*5 no_image no_shadow pigment { rgb 
1 } finish { ambient 2 diffuse 1 } }

     rotate -y*30
     rotate -x*30
     translate z*6+y/5
}

camera { angle 30 #if (BLUR) focal_point 0 aperture .002 blur_samples 
BLUR #end }

global_settings {
     max_trace_level 60
     #if (GI)
     ambient_light .002
     radiosity {
         brightness 1.6
         count 60
         error_bound .5
         gray_threshold .7
     }
     #end

     #if (CAUSTICS)
     photons { /*spacing .1*/ count 500000 }
     #end
}



-- 
a game sig: http://tinyurl.com/d3rxz9


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From: clipka
Subject: Re: how to integrate povray into Maya
Date: 22 Oct 2009 03:38:47
Message: <4ae00c07$1@news.povray.org>
nemesis schrieb:

> I've tried very hard to emulate one of those renders in the past:
> 
> http://i36.tinypic.com/i267wi.png
> 
> not quite like it.  Perhaps I should use some more extreme settings and 
> render times?  Colors are never that vivid and transparent!

As for vivid colors, I found that setting some color components to 
/negative/ values helps a lot.


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From: scott
Subject: Re: how to integrate povray into Maya
Date: 26 Oct 2009 04:57:34
Message: <4ae5647e@news.povray.org>
> I've tried very hard to emulate one of those renders in the past:
>
> http://i36.tinypic.com/i267wi.png
>
> not quite like it.  Perhaps I should use some more extreme settings and 
> render times?  Colors are never that vivid and transparent!

You always struggle with POV in scenes like this because your scene is 
effectively being lit twice, once from the ambient of the box (the "real" 
lighting), and then again from some "fake" area light needed for the 
photons.  It will of course be impossible to get the correct look with this 
setup.

Using MCPOV should make things better.


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From: scott
Subject: Re: how to integrate povray into Maya
Date: 27 Oct 2009 03:41:38
Message: <4ae6a432@news.povray.org>
> Using MCPOV should make things better.

Hehe, overnight on MCPOV and it's getting there I think.  I changed the box 
and area light for 2 triangular portals, but it looks like I got the 
position slightly off as the caustic is a different shape.

I also tweaked the colours a bit to try and better match the original, I'm 
also not sure if the black speckly bits are due to max trace being reached 
or just not doing enough samples.

I'm pretty sure that with some time to tweak the scene and a weekend blast 
on MCPOV you could get virtually the same result.


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From: clipka
Subject: Re: how to integrate povray into Maya
Date: 27 Oct 2009 04:22:04
Message: <4ae6adac$1@news.povray.org>
scott schrieb:

> I also tweaked the colours a bit to try and better match the original, 
> I'm also not sure if the black speckly bits are due to max trace being 
> reached or just not doing enough samples.

Looks like coincident surfaces to me.


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From: nemesis
Subject: Re: how to integrate povray into Maya
Date: 28 Oct 2009 03:15:06
Message: <4ae7ef7a@news.povray.org>
scott wrote:
>> Using MCPOV should make things better.
> 
> Hehe, overnight on MCPOV and it's getting there I think.

I once tried to render a similar scene on Luxrender, also unbiased.  It 
too wasn't quite able to reproduce that same delicious Mental Ray 
dielectric shader effect.  Does that mean the Mental Ray dielectric 
shader, while beautiful, does not correspond to reality?

So, I don't really think you're quite there yet if this render is any 
indication.  I'm not really concerned with the shadows or caustics, but 
with the fact that the blue glass behind comes up with almost the same 
color after passing through the red glass:

http://upload.wikimedia.org/wikipedia/en/5/5a/Le_doublot.jpg
http://upload.wikimedia.org/wikipedia/commons/d/d4/Glass_is_Liquide.jpg

Colors are vibrant. Transparencies are forgiving.  Real or not, it's a 
marvel to look at...


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