
My POV-Ray settings:
in POVRAY.INI [T type generates TGA files] :
Output_File_Type=T
in QUICKRES.INI :
[128x128, AA 0.3]
Width=128
Height=128
Antialias=On
Antialias_Threshold=0.3
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Starting POV-Ray |
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Soldatino Oh
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Join date: 9 Jun 2008
Posts: 58
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08-08-2009 02:31
My first code for POV-Ray, but my real goal is not to make Sculpties using POV, I would like to get shaded textures...
![]() My POV-Ray settings: in POVRAY.INI [T type generates TGA files] : Output_File_Type=T in QUICKRES.INI : [128x128, AA 0.3] Width=128 Height=128 Antialias=On Antialias_Threshold=0.3 |
Gaia Clary
mesh weaver
![]() Join date: 30 May 2007
Posts: 884
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08-08-2009 02:37
Wow!!! That sounds easy...
What is the script language ? Is it unique to POV Ray ? Thanks for sharing the information! |
Soldatino Oh
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Join date: 9 Jun 2008
Posts: 58
|
08-08-2009 02:48
Yes, POV.Ray uses his scripts, but it is very powerful and free.
It is the best for me. Actually I use it for my rendering, and I parse IntelliCad dwg into pov with my lisp. But to write a sculpties-parser is easy... Those sculpties are fish-eye view at 360 degree with camera view-point at 0,0,0. So there are a lot of limits... But it is interesting to investigate, I think... PS : the idea is here http://johannahyacinth.blogspot.com/2007/05/sculpted-prims-with-pov-ray.html I cleaned the code and I checked the settings for the best dimensions. |
Gaia Clary
mesh weaver
![]() Join date: 30 May 2007
Posts: 884
|
08-08-2009 03:48
So objects are defined by script ?
Maybe it is worthwhile to investigate into this for architectural and/or precise sculpties ? interesting, at least if there are workarounds for the limitations. The approach seems equal to what we have described for blender here : http://blog.machinimatrix.org/2008/08/10/from-nurbs-to-sculptie/ (using the blender node editor) and here: http://blog.machinimatrix.org/2008/07/14/sculpted-prims-for-the-blender-purist/ (using (procedural?) textures) I have to take a look at POV ray soon ![]() |
Soldatino Oh
____________
Join date: 9 Jun 2008
Posts: 58
|
08-09-2009 05:42
This is the code for the POV-Ray cone.
![]() The cone needs the Z top at 0.499 because the Z=0.5 gets strange results. (The Z at 0.5, top in the cube and in the sphere, works fine...) Note: POV-Ray uses XZY instead of XYZ. But it is not important, it is useful to know this matter testing other sculpties.... POV-Ray has boolean operators, and you can use translate < x,y,z >, scale < x,y,z >, etc. The order of the transformations is very important. http://www.povray.org/documentation/view/3.6.1/273/ |