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Hi!
I released POVMan 1.1. It's update to MegaPOV 1.1 level, nothing new
beside that. Binaries are now compiled with MinGW, as I had problems
with Borland's compiler. Source and binaries are for Windows, as I don't
have access to Unix box right now. However, if someone is interested in
Unix version compile, then feel free to contact me for assistance.
POVMan page:
http://www.aetec.ee/fv/vkhomep.nsf/pages/POVMAN2/
(Nevermind version number 1.2 on page, it's just typo, will correct
tomorrow!)
Sorry for being that late, I intended to bring it out sooner, right
after MegaPOV 1.1 release, but due to various reasons it was delayed :(
Hope to find time to improve it and add some new features, but when or
what is still open....
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Vahur Krouverk wrote:
> Hi!
>
> I released POVMan 1.1.
Great, i will have a look as soon as possible.
>
> Hope to find time to improve it and add some new features, but when or
> what is still open....
I think one of the most interesting (but at the same time also most
difficult) improvements would be a better performance of the shaders.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 27 Feb. 2005 _____./\/^>_*_<^\/\.______
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Christoph Hormann wrote:
> Vahur Krouverk wrote:
>> Hope to find time to improve it and add some new features, but when or
>> what is still open....
>
>
> I think one of the most interesting (but at the same time also most
> difficult) improvements would be a better performance of the shaders.
>
I thought more in line of adding support for surface derivatives/ray
difference, which would allow to use more renderman shaders in their
full power. But this means changing POV-Ray rendering engine and
"shooting moving target" (with POV-Ray 3.7 in its way).
On other hand improving performance would be quite independent from
other changes. Current implementatioin is quite simple and I believe
that there is room for improvement.
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Vahur Krouverk wrote:
>
> I thought more in line of adding support for surface derivatives/ray
> difference, which would allow to use more renderman shaders in their
> full power.
I don't know that much about Renderman - do you mean surface curvature?
I guess this would only be possible numerically for most shapes.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 27 Feb. 2005 _____./\/^>_*_<^\/\.______
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Christoph Hormann wrote:
> I don't know that much about Renderman - do you mean surface curvature?
> I guess this would only be possible numerically for most shapes.
>
Yes, basically it means using surface curvature (change of intersection
point and its normal with respect to u/v changes) in shader
calculations. Mostly it is used to filter texture (i.e. perform
antialiasing), but u/v information could be used also for texture
definition (i.e. texture will be calculated from u/v information).
I intended to add this support for most used shapes (quadrics,
triangles/meshes) for which u/v mapping and curvature could be easily
defined/calculated. POV-Ray has uv-mapping defined for some of such
shapes, for others it just returns xy coordinates of intersection as uv
vector. (shader could remap this according to shader parameters so user
can customize it according to needs).
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Vahur Krouverk wrote:
>
> Yes, basically it means using surface curvature (change of intersection
> point and its normal with respect to u/v changes) in shader
> calculations. Mostly it is used to filter texture (i.e. perform
> antialiasing), but u/v information could be used also for texture
> definition (i.e. texture will be calculated from u/v information).
For non-uv-mappable shapes like isosurfaces that would be similar to the
curvature pattern Chris Huff experimented with. Having curvature
information available for texturing can for sure be quite useful but
numerical calculation is quite expensive. For meshes that's not
necessary of course.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 27 Feb. 2005 _____./\/^>_*_<^\/\.______
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