POV-Ray : Newsgroups : povray.tools.general : Adding POV-Ray to http://www.blender.org/download/external-renderers/ Server Time
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From: Mr
Subject: Adding POV-Ray to http://www.blender.org/download/external-renderers/
Date: 20 Mar 2014 05:20:00
Message: <web.532ab20cfce35bf016086ed00@news.povray.org>
hello, I want to ask Blender.org website to add a link to POV on the external
renderer's page : http://www.blender.org/download/external-renderers/

First, about the logo, do you guys think this
http://wiki.povray.org/uploaded/3/34/DocImgPovlogotext.jpg is the proper one
that would look good on the page?
or is there one that is just as accepted by the pov community with more modern
fonts ?


About the text, I gathered from official sources the following compact and
feature rich description of the software:

The Persistence of Vision Raytracer, or POV-Ray, is the oldest free and
open-source 3D renderer. It generates images from a text-based scene description
language. In addition to standard triangle meshes and geometric primitives, it
supports mathematically defined ones. These are more accurate than their
polygonal counterparts. Objects that can be described in terms of spheres,
planar surfaces, cylinders, tori and the like are perfectly smooth and accurate
in POV-Ray renderings.

POV-Ray has matured substantially since it was created. Recent versions of the
software include the following features:

    *A Turing-complete scene description language (SDL) that supports macros and
loops.
    *Extensive user documentation
    *Library of ready-made scenes, textures, and objects
    *Support for a number of geometric primitives and constructive solid
geometry
    *Subsurface Scattering (sss) and translucency
    *Atmospheric effects such as fog and media (smoke, clouds)
    *Reflections, refractions, and light caustics using photon mapping
    *Lots of procedural patterns, for use in textures, or volumetrics
    *Global Illumination Radiosity: interdiffuse reflections with "color
bleeding"
    *Symmetric multiprocessing (SMP), use multiple processors. (benchmark for
some Intel Corp. processor)
    *Support for High dynamic range imaging (HDRI), including the OpenEXR and
Radiance file formats.
    *Bounding using BSP trees and other methods.
    *64-bit compatibility.
    *Pause and restart a render after shutdown.
    *Real Time Rendering mode
    *A development version with blurry reflections and full motion blur

POV-Ray was the first ray tracer to render an image in orbit, rendered by Mark
Shuttleworth inside the International Space Station.


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From: Thomas de Groot
Subject: Re: Adding POV-Ray to http://www.blender.org/download/external-renderers/
Date: 20 Mar 2014 08:06:50
Message: <532ad9da$1@news.povray.org>
On 20-3-2014 10:17, Mr wrote:

> POV-Ray was the first ray tracer to render an image in orbit, rendered by Mark
> Shuttleworth inside the International Space Station.
>

I think you need to add the names of the artists, and a link to the image.

Thomas


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From: Stephen
Subject: Re: Adding POV-Ray to http://www.blender.org/download/external-renderers/
Date: 20 Mar 2014 08:55:01
Message: <web.532ae50693dd6dbd7f6b03a40@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 20-3-2014 10:17, Mr wrote:
>
> > POV-Ray was the first ray tracer to render an image in orbit, rendered by Mark
> > Shuttleworth inside the International Space Station.
> >
>
> I think you need to add the names of the artists, and a link to the image.
>
> Thomas


It might read like an Oscar acceptance speech. :-)

Maybe a link to the HOF would be better?


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From: Thomas de Groot
Subject: Re: Adding POV-Ray to http://www.blender.org/download/external-renderers/
Date: 20 Mar 2014 09:11:01
Message: <532ae8e5$1@news.povray.org>
On 20-3-2014 13:54, Stephen wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 20-3-2014 10:17, Mr wrote:
>>
>>> POV-Ray was the first ray tracer to render an image in orbit, rendered by Mark
>>> Shuttleworth inside the International Space Station.
>>>
>>
>> I think you need to add the names of the artists, and a link to the image.
>>
>> Thomas
>

> It might read like an Oscar acceptance speech. :-)
>
> Maybe a link to the HOF would be better?
>

My statement was muddy. The HOF was in fact the place I had in my mind.

Thomas


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From: Mr
Subject: Re: Adding POV-Ray to http://www.blender.org/download/external-renderers/
Date: 20 Mar 2014 12:40:01
Message: <web.532b19ab93dd6dbd16086ed00@news.povray.org>
"Stephen" <mcavoys_AT_aolDOT.com> wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> > On 20-3-2014 10:17, Mr wrote:
> >
> > > POV-Ray was the first ray tracer to render an image in orbit, rendered by Mark
> > > Shuttleworth inside the International Space Station.
> > >
> >
> > I think you need to add the names of the artists, and a link to the image.
> >
> > Thomas
>

> It might read like an Oscar acceptance speech. :-)
>
> Maybe a link to the HOF would be better?


I am sorry, I had to cut down a lot of the description for it to be suitable to
that webpage's format, besides it had to be done quickly as  it was done by Ton
Roosendaal himself. It's very kind of his as his time is so valuable and he has
much more important tasks than webmastering, but nobody else was available to do
it for several weeks.

Here is the updated page: http://www.blender.org/download/external-renderers/

Povers, be prepared to welcome a few more Blenderheads in the future :)
And thanks again for your guidance so far.


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From: Stephen
Subject: Re: Adding POV-Ray to http://www.blender.org/download/external-renderers/
Date: 20 Mar 2014 17:20:16
Message: <532b5b90$1@news.povray.org>
On 20/03/2014 4:39 PM, Mr wrote:
> I am sorry, I had to cut down a lot of the description for it to be suitable to
> that webpage's format, besides it had to be done quickly

You did a good job.

> as  it was done by Ton
> Roosendaal himself. It's very kind of his as his time is so valuable and he has
> much more important tasks than webmastering, but nobody else was available to do
> it for several weeks.
>

That deserves an "Oo! and an Ah!" ;-)

> Here is the updated page:http://www.blender.org/download/external-renderers/
>
> Povers, be prepared to welcome a few more

> Blenderheads

Not a nice image, BTW. ;-)

> in the future:)

And very welcome, they will be. :-D

We have had a few new people recently (and a few old ones, too). It 
would be good to have a more active forum, as a side effect.


> And thanks again for your guidance so far.

And thanks for your enthusiasm.

-- 
Regards
     Stephen

I solemnly promise to kick the next angle, I see.


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From: Thomas de Groot
Subject: Re: Adding POV-Ray to http://www.blender.org/download/external-renderers/
Date: 21 Mar 2014 04:24:29
Message: <532bf73d$1@news.povray.org>
I second that.

Thomas


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From: LanuHum
Subject: Re: Adding POV-Ray to http://www.blender.org/download/external-renderers/
Date: 21 Mar 2014 13:35:00
Message: <web.532c781e93dd6dbd7a3e03fe0@news.povray.org>
Mr! If you use my work, I ask to include my name in structure of developers.
I regret that I don't know English for full communication.
For me it is important that our community knew that I make the feasible
contribution to creation of the exporter.
It is very important to apply Boolean operations. I over it work.


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From: Mr
Subject: Re: Adding POV-Ray to http://www.blender.org/download/external-renderers/
Date: 24 Mar 2014 05:20:00
Message: <web.532ff89493dd6dbd16086ed00@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> Mr! If you use my work, I ask to include my name in structure of developers.
> I regret that I don't know English for full communication.
> For me it is important that our community knew that I make the feasible
> contribution to creation of the exporter.
> It is very important to apply Boolean operations. I over it work.

I credited you in the release logs and such community discussions as are
happening here because I would like to encourage your efforts. I would like to
do it even more than I do now. But so far, that's the best I can do. As a
sidenote I do have to rewrite your code every time because you suppressed from
your version some existing features of the exporter (mostly Blender texture
channels support). It is not really your fault, it is rather because of POV-Ray
syntax not designed to suit that approach: I can agree that having to implement
some kinds of "finish map" hacks to emulate specular maps and the like makes the
script much less straightforward to write, grasp and maintain. As I already
explained to you, support of that basic native Blender workflow is the strategy
for the first development stage of the exporter. Additional interface to native
POV-Ray features is the next step and I am glad that you are already working on
it, but the end product should keep both capacities not cut out blender users
for POV only approach, because POV users already had software for that, like
Moray, Poseray and many others.

The day you decide to keep, port or rewrite these features into your code. I am
sure it will be easier to work on a common version. That is indeed something I
look forward to.

I take note of your attachment to POV-Ray booleans as a user and contributor and
thereby put it as a number one priority on new features request list.

Thanks for your enthusiasm. Please bear with me.


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From:
Subject: Re: Adding POV-Ray to http://www.blender.org/download/external-renderers/
Date: 24 Mar 2014 06:35:01
Message: <web.5330097b93dd6dbddd8dcfaa0@news.povray.org>
First of all, I'm very happy with current Blender exporter. I use it very
extensively in paid work. I don't want it to be broken.

However, if someone would be kind enough to add Povray native functionality,
like Booleans, to it, I would be very happy. I currently use my own Python
generator scripts when I need native Povray functionality (i.e. Booleans). Btw,
the current Blender exporter supports adding "native" POV script too! :D

Anyway, we should always respect other developers and remember that co-operation
is very important. It is much better to have one exporter with trustworthy
functionality than two half baked ones. Unnecessary competition can cause
problems.

I strongly suggest that Blender official routes are used as much as possible,
then we can have continuity. In the long run, continuity means you have the
tools even if someone is not willing to develop any more.

Btw, I am really grateful of the things already achieved!


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