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Hello!
Finally I've decided to release my custom patch of POV-Ray, called
POVMan. POVMan adds limited RenderMan (R) Shading Language support to
POV-Ray: object pigments could be described with Shading Language.
This version has several limitations, with respect to RenderMan SL, most
notably lack of support for surface derivatives, texture mapping
functions (bumps, texture), and matrix type. (I intend to add them in
next versions). However, I've tried to make it as compatible as possible
with existing RenderMan implementations and quite a number of existing
shaders could be run without modifications (or with minor
modifications).
Source code for Linux (or Unix) and Windows, Windows binaries and
documentation for both platforms could be downloaded from my homepage:
http://www.aetec.ee/fv/vkhomep.nsf
follow (surprise-surprise!) "POVMan page" link.
or alternatively, here is direct link to download page:
http://www.aetec.ee/fv/vkhomep.nsf/pages/povman2
Be sure to download documentation in order to get idea about how to use
POVMan!
I really hope, that this patch is useful for someone and not very much
of bugs is left there...
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"Vahur Krouverk" <vah### [at] aetec ee> wrote in message
news:39F1F11B.FB2F9B66@aetec.ee...
> Hello!
>
> Finally I've decided to release my custom patch of POV-Ray, called
> POVMan. POVMan adds limited RenderMan (R) Shading Language support to
> POV-Ray
This looks great! I'm downloading it now. :-)
-Nathan
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Update note:
I noticed, that shading language compiler didn't removed temporary
files, which were created, if preprocessor was used. So I've corrected
this and put new source files and windows binary to my site. So please
download new files, if you plan to use preprocessor and do not want to
remove those temporary files by hand.
Sorry for inconvenience!
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It would have been interesting if you had provided some benchmark results
(eg. how much time does it take to render a shader compared to a regular and
similar texture, etc).
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Vahur Krouverk wrote:
> Hello!
> I really hope, that this patch is useful for someone and not very much
> of bugs is left there...
(Win version)
All the demos use shader files with the extension .slp
whereas the example shader files use the extension .sl
When I change these to the right name I get a "Shader error: badly formed
input file." error
What does that mean.
--
Bye
Pabs
http://zip.to/pabs3 -> http://www.crosswinds.net/~pabs3
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which pov version is your patch based on? are there good shader tut's
out there? urls anyone?
Vahur Krouverk wrote:
>
> Hello!
>
> Finally I've decided to release my custom patch of POV-Ray, called
> POVMan. POVMan adds limited RenderMan (R) Shading Language support to
> POV-Ray: object pigments could be described with Shading Language.
> This version has several limitations, with respect to RenderMan SL, most
> notably lack of support for surface derivatives, texture mapping
> functions (bumps, texture), and matrix type. (I intend to add them in
> next versions). However, I've tried to make it as compatible as possible
> with existing RenderMan implementations and quite a number of existing
> shaders could be run without modifications (or with minor
> modifications).
>
> Source code for Linux (or Unix) and Windows, Windows binaries and
> documentation for both platforms could be downloaded from my homepage:
> http://www.aetec.ee/fv/vkhomep.nsf
> follow (surprise-surprise!) "POVMan page" link.
> or alternatively, here is direct link to download page:
> http://www.aetec.ee/fv/vkhomep.nsf/pages/povman2
>
> Be sure to download documentation in order to get idea about how to use
> POVMan!
>
> I really hope, that this patch is useful for someone and not very much
> of bugs is left there...
Post a reply to this message
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Pabs wrote:
>
> Vahur Krouverk wrote:
>
> > Hello!
> > I really hope, that this patch is useful for someone and not very much
> > of bugs is left there...
>
> (Win version)
> All the demos use shader files with the extension .slp
> whereas the example shader files use the extension .sl
> When I change these to the right name I get a "Shader error: badly formed
> input file." error
> What does that mean.
>
This means that You tried to use source file instead of using
byte-compiled one. In order to get compiled shader, type:
c:>povslc shader.sl
this creates shader.slp, which contains byte-code.
You read documentation, didn't You?
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ryan constantine wrote:
>
> which pov version is your patch based on? are there good shader tut's
> out there? urls anyone?
>
It's based on MegaPov 0.6a (latest one).
Best and most comprehensive reference is in pixar site:
http://www.pixar.com/products/renderman/toolkit/RISpec/section8.html
http://www.pixar.com/products/renderman/toolkit/Toolkit/slextensions.html
I guess that those, who use POV-Ray, should be able to read it without
problems.
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Warp wrote:
>
> It would have been interesting if you had provided some benchmark results
> (eg. how much time does it take to render a shader compared to a regular and
> similar texture, etc).
>
Of course, but I've developed it on 486/DX2 66MHz and this is not just
best box for benchmarks.
Now when I have Windows version, I try to perform tests on my working
machine (PII 350Mhz).
But results of some tests (this was on performed on Linux with debug
version):
Pure shader call (well, almost, it assigned red to surface color)
increased execution time 33 % (pure POV-Ray executed scene 15 seconds,
with shader it took time 20 seconds). Main overhead comes from memory
management (separate shader instance is allocated each time in order to
be reentrant), if I tried it without allocation, then time was almost
same (16.xx sec). So there is area for improvement (one possibility it
to preallocate shader instances).
When shader has more code, then difference will be bigger: e.g. povshad
scene, which renders one sphere with POV-Ray shading, other with shader
language, has following results:
Pure POV-Ray sphere: 12 seconds
Shader sphere : 38 seconds
Here probably illuminance loop, which is executed for shading, incurs
such an overhead. Alas, this is the price for flexibility.
However, I consider it as beta version and with this release I wanted to
test, whether there is enough interest for such patch. So far I've tried
to make it correct, performance has not been my major concern. In future
I will tinker with performance buttons and knobs more.
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Vahur Krouverk wrote:
> You read documentation, didn't You?
Obviously not well enough :)
Perhaps you could have a system similar to photon mapping where you can ask POV
to compile the shader (call povslc) to a file if it has not been compiled
previously.
--
Bye
Pabs
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