POV-Ray 3.5 Rendered 270
Marty writes "The very long awaited version 3.5 of POV-Ray is available. POV is the pre-eminent open source ray tracer. The new version has many wonderful improvements and is able to allow amateurs and pros alike to generate CG images to drool over." I spent many hours mucking about
with POV back in the day. Course CPUs are a little faster now, so my guess
is those render times don't suck as bad.
Good fun (Score:4, Interesting)
Text of article... (Score:3, Informative)
It is with pleasure that the POV-Team announces that POV-Ray version 3.5 is now officially available for the Windows, Macintosh and Linux platforms.
In development for well over two years, v3.5 is a major improvement over all previous versions, not only in features, but in stability and the quality of the documentation and included example files. Of course, we don't claim it to be bug free (in fact, here's our known bugs list), but given our extensive alpha, pre-beta and beta program we feel that what we are releasing today is a stable, well-tested piece of software that can be used with confidence.
Since our first internal alpha version (early 2001), we have built 6 alphas, 14 private pre-betas, 16 public betas, and 6 release candidates to get us to today's final 3.5 release. During this time we read, reviewed, and in many cases answered over 12,000 newsgroup postings in our private and public beta test forums, resulting in many hundreds of bug fixes and improvements.
The POV-Team would like to extend its heartfelt thanks to all those who helped to make this possible, and particularly to our dedicated group of pre-beta testers, who not only performed testing functions but also made major contributions to the scene and documentation files, not only during the pre-beta stage but right up to the days before the final release.
The POV-Team co-ordinator, Chris Cason, would also like to extend his personal thanks to the POV-Team members who worked long and hard on this since we started on it all those years ago. Your dedication is truly appreciated.
[July 09, 2002]
Re:Text of article... (Score:3, Funny)
Re:Text of article... (Score:2, Informative)
Just remember... (Score:4, Funny)
POV (Score:2, Informative)
Actually.. (Score:2)
He isn't karma whoring. He's being informative. Which is why his post is moderated as such.
POV Ray! (Score:2, Interesting)
Plus I made cool art
POV Ray should be taught to all kids to give an understanding of both how computer programming works, and to dispel the notion that everything computers do (and CG in general) is just 'magic.'
I'd comment on new features, etc etc, except that their website appears to be slashdotted. Maybe in a bit.
Render Engine is nice, but modelers? (Score:3, Interesting)
Don't say "Blender" - that has to be the most obtuse UI ever programmed.
*sigh* I miss LW.
DG
Re:Render Engine is nice, but modelers? (Score:4, Funny)
Re:Render Engine is nice, but modelers? (Score:3, Informative)
There have been attempts to create open source modelers for POV in the past, but they were collaborative projects from the start and the unfortunate truth behind open source is that it seems to work best if one person does a lot of the design and coding before getting all those eyes to debug. Design by committee just seems to lead to stagnation.
Personally, I do it all by hand, when I actually have time to use POV as opposed to helping write it.
Re:Render Engine is nice, but modelers? (Score:2)
I've tried various modelers, but always end up going back to coding the scenes by hand. I haven't done much with POV lately, but still always have a copy of the latest release on my machine just incase I feel the need to raytrace. I'll have to snag the latest when the servers cool down a little.
Thanks for the work, parkrrrr, and the rest of the POV Team.
Re:Render Engine is nice, but modelers? (Score:3, Insightful)
The strength of OSS is that you can change it to meet your needs, and that over a long enough timeline this means that it tends to evolve into what the users need it to be. As such, the tools tend to become superior to their competitors in the long run. In the meantime, assuming you're not up to making the changes yourself (don't sweat it -- I couldn't code my way out of a paper bag, either), tinkering with the OSS tools and complaining is just a big waste of your time.
OSS is about freedom as in speech, but as a side effect it also allows freedom as in choice of products (which, contrary to common belief, is what really chafes Bill G's hide). Exercise that.
Re:Render Engine is nice, but modelers? (Score:5, Insightful)
Don't say "Blender"
I agree, but not for the same reason as you. Blender is a closed-source product that stores its data in a proprietary format...when Blender goes away, all that hard work and all those cool animations become so many random bits.
- that has to be the most obtuse UI ever programmed.
Here I disagree. For many things Blender has the easiest interface I've seen (for others things like Lightwave are better). It is different that what users of Lightwave would be used to, but it is by no means obtuse. Indeed, things like their particle system and spline animation controls are fantastic. Just because you're used to something doesn't necessarilly mean thats the best way to go about doing it (the same goes for some Blender bigots who dismiss other modellers as well
However, I too would be interested in a good modeller and animation choreographer frontend to POV. Perhaps its time for a few of us to get together and start throwing one together.
Re:Render Engine is nice, but modelers? (Score:3, Informative)
Now, go away to www.blender3d.com [blender3d.com] and read that page... and then come back and continue to read.
Yes, Blender is closed sourced, but it will be GPLed or get a similar license, with all old and new development released, hopefully this will happen soon, I long for a new dose of blender...
For those looking for a pov-modeler take a look at truevision [slashdot.org] seems pretty nice, and probably need a bunch more testing by all of you, so give him/them good bug-reports and feature requests now :)
Re:Render Engine is nice, but modelers? (Score:2)
Yes, Blender is closed sourced, but it will be GPLed or get a similar license, with all old and new development released, hopefully this will happen soon, I long for a new dose of blender...
That is indeed good news (and I've quoted you so that those reading at +2 will see a portion of your comment and perhaps click on 'parent' to read more).
I've been periodically checking out http://blender.nl/ [blender.nl] for news, but thus far haven't seen anything at all promising. Is there any news on how close the Free Blender Fund is to reaching its 100,000 Euro target for purchasing the sources and releasing it under a Free License?
In any event, thanks for the very informative link (and you are right, truevision [sourceforge.net] is cool as well).
Re:Render Engine is nice, but modelers? (Score:3, Informative)
True, but it might change [slashdot.org] soon.
-jfedor
Re:Render Engine is nice, but modelers? (Score:2)
\\Uriel
Re:Render Engine is nice, but modelers? (Score:2)
Sounds like a good project, why don't you write one and GPL it? Make it use GTK or QT for the GUI and OpenGL for the wireframing and previewing and whatnot, and backend it to povray.
Re:Render Engine is nice, but modelers? (Score:2, Informative)
is a GPLed Modeller, use povray as backend, and gtk+-2.0 for the gui.
Give it a try.
Re: (Score:2)
Re: (Score:2)
Re:Render Engine is nice, but modelers? (Score:3, Funny)
Re:Render Engine is nice, but modelers? (Score:2)
I'd recommend keeping an eye on Newtek's site, they're always running deals like that.
May I ask why you wanted open source in particular? Just curious because there really isn't a whole lot out there. Lightwave's probably the best deal you're going to get. (unless you want to purchase Maya and Renderman...)
Re:Render Engine is nice, but modelers? (Score:2)
Poser + lightwave made an awesome combination. and the fact that POVRAY is now pretty damned close to being useable for making most animation shorts or even feature films (NOT for 20billion dollar movies you dummy, for Student or amateur films!) I would love to see more people making animation and physics interfaces... (Yes, I know you can do this already... but I dont want to write a perl program for every different project I do.
Lego library (Score:2)
Doing a quick Google search, I see that there are now libraries for Povray, as well, now.
Does anyone have experience with doing this? I'm thinking it would be cool to make a movie of some knights marching through my castle, or a train running around.
LDraw (Score:2)
Pre-slashdotted.... (Score:2, Funny)
back from being slashdotted (Score:2)
It got hammered and was down briefly. But the maintainer redid the server to use more of the memory on the box and got it back up pretty quickly. I saw it, and that it was down. Within half-an-hour of that it was back.(He mentioned it was unstable with all the RAM enabled, but unstable is better than just plain not there)
If you aren't familiar with povray... (Score:5, Informative)
Re:If you aren't familiar with povray... (Score:5, Interesting)
Gilles Tran has done incredible stuff with POV-Ray. (plus there's all those funky stories in the book of beginnings)
Re:If you aren't familiar with povray... (Score:2)
Yes, and if you look closely you can really see his attention to detail. [oyonale.com]
Re:If you aren't familiar with povray... (Score:2)
Also, the models he uses are impressive.
Mac OS X Support (Score:1)
While I'm happy to see OS X directly from povray.org instead of some port. I didn't think OS X 10.2 would be available until Auguest 5th.
Duckpins II? (Score:3, Funny)
Let's see your ray traces (Score:1)
Re:Let's see your ray traces (Score:2, Informative)
news.povray.org (Score:4, Informative)
povray IRC (Score:2)
I remember... (Score:4, Interesting)
Does anyone else remember POV smacking them in the head with Moore's Law?
Re:I remember... (Score:3, Informative)
Then they said that each frame (at about 30fps) was being rendered real-time by PoV.
Had what you were talking about taking Lightwave from a 486DX4-20 to a dual PentiumPro200 machine. Slow as hell now
Re:I remember... (Score:2)
For my own scenes, it was like this: Add an object, start render before bed, see results in morning, add next object, start render before work, see results when I got home. Repeat.
Gotta love those slow days.
Some day (maybe 10-20 years from now?) we'll hopefully be able to render our way through POV-Ray scenes in real-time. Wouldn't that be sweet!
Re:I remember... (Score:2)
Re:I remember... (Score:3, Insightful)
I saw this in college animation courses. A project would take so many man-hours (say 400). Given a faster computer, the finished product might look better (more detailed, higher resolution, etc) but the man-hours were the same.
The effort required to produce Toy Story or Final Fantasy today is about the same effort which will be required to produce a full-length CG movie in 10 years.
If this law weren't true, we'd all be watching Tron sequels which take ten minutes to produce.
I used a slightly modified PovRay to do a yearbook (Score:2)
I'm sure it would be mere minutes on this 2.52ghz screamer I have here at work, now. Those were the days though -- models built using a ripped-off copy of 3-D Studio, exported as CSV files (if I recall correctly), manipulated using a bunch of Modula-2 utilities I wrote and rendered using surface textures that had to be created via trial and error.
The world's changed a lot since then. I'm glad to see POVRay is still around!
Re:I remember... (Score:2)
I rigged up 13 unsuspecting computers at the office - just about our entire inventory of brand new P90's. Imagine - over a Gigahertz of processing power at my disposal! Luckily, I had been dabbling in multiprocessing and wrote a simple client and server software to manage it all. Each frame took about 30 minute to render, and the whole thing was done in about 12 hours (300 frames=10 seconds of video).
The file size was huge - 300 frames of 800x600 uncompressed TGA's = 412 MB. We only had an internal network, so we couldn't use the internet to send it. Luckily, I had just bought a new laptop with a still-mostly-empty 800 MB hard drive. I used a parallel cable to transfer the files onto the drive (If I didn't, I would have filled the network drive), and when I got to the place that was going to transfer the images to video tape, I used laplink again to put the data on their machine (filling their drive, too!).
Eventually, I'd like to make an mpeg of it so I can show friends. Any suggestions for a free encoder?
Video is done!! (Score:2)
Here's the video (2.8 MB) [maushammer.com]. It should take about 10 more minutes to ftp up. There is no soundtrack, so I'll give the narration here:
The satellite is called GEMstar and was designed to provide SMS-like messaging all over the world. It was built circa 1994-5 and was lost when the rocket blew up. That didn't stop me from producing the video of what it would have looked like!
The video shows a couple of stages that occur when the satellite is released from the rocket. First, it initially tumbles. Then the solar panels deploy (like everything else, they had to be squeezed in to fit in the nosecone of the rocket). The attitude control system (ACS) turns on and stabalizes the spin of the satellite so that it faces towards the earth. This is done with momentum wheels (heavy wheels inside the satellite) and torq coils (coils that act against the earth's magnetic field). Next, the main helicial antenna is deployed, and it's ready for service!
A few notes on the parts of the satellite. The blue panels are solar cells. The gold ring at the bottom is the seperation ring that attaches the whole thing to the rocket. The 4 white squares on top are GPS antennas connected to a special receiver that can measure the phase difference between the antennas and therefore figure out (not only x,y,z and time) its pitch, roll, and yaw. The X-shaped thing on the top of the satellite is a gravity gradient boom. Deployment of this probably should have been in the video, but oh well. It pops out maybe 10 feet and, due to some simple physics I don't understand, will help orient the satellite so that it faces the earth. (In reality, the satellite isn't staying still, it has to constantly re-aim to keep pointing at the earth). On the side panel, the little circle is a window for the earth sensor. There is another one on the other side, and they help orient the satellite.
Antennas- The 4 blade antennas are for command & control. These form a broad pattern and are useful to talk to the satelite when the main antennas aren't pointed correctly (like when there is a problem). Being a broader pattern, they require more power.
The boom antenna has two elements - a larger 150 Mhz antenna to receive transmissions from ground users (who transmit on less licensed taxicab-like frequencies), and a smaller ~400 MHz transmit antenna at the tip. This antenna was the hardest part of the animation because there were no 'spiral' primitives in POVray. I ended up writing a little program in C to generate a bunch of triangle strips, and then used 4 copies of this (at 90, 180, and 270 degrees). The deployment is totally bogus - I just scaled the structure, when in reality the width of the strips don't change.
True story: our competitor at the time was Orbital with their series of ORBcomm satellites. They used a similar antenna structure, but theirs folded up sideways, like a staw that has been rolled up. Our antenna was made of metal, plastic, and fiberglass - theirs was made of copper tape, kapton (a space-rated scotch tape), and bamboo. I never thought that anyone would fly a wooden satellite!
Re:I remember... (Score:2)
Re:I remember... (Score:2)
no need to remember long rendering times (Score:2)
Re:I remember... (Score:3, Interesting)
I started out on POV with a 486SX-33. The SX series had no floating point math unit. I spent a WEEK rendering a 120 frame animation, prolly 160 by 120 pixels. I immediately mailed away for a top-of-the-line 486-DX66 (does have the math unit) for $660. I was then able to render the same animation in about 12 hours. Now-a-days I could prolly render it at 640x480 while I eat a snack
-
Re:I remember... (Score:2)
Yes, I remember when I found out about Pov-Ray. It was version 3.0 something, fitted on a single floppy disk mounted on the cover of PC-Format. The cover art was Mike Meyer's awesome render of a malicious jack-in-the-box riding a roller coaster.
At that time I was using a sluggish 386SX-16. I still got hooked to ray-tracing, even if it took ages to get even a low-quality sample render done. Nowadays, with GHz processors, the best renders still take days to finish. Only the amount of detail and polish has risen to obscene heights.
When it comes to Moore's Law, I remember seeing a nice comment about CPU speeds and Pov-Ray: Personal computers are fast enough when one of them is enough to render a complete movie in real-time, using POV. Considering that animation studios use huge render farms and more optimized renderers, we still have a long way to go :)
Re:I remember... (Score:2)
Right. The 386 and 486SX did not have integrated FPUs. The 486DX and up did, and in the Pentium it was dramatically improved (which is why Quake required a Pentium).
The lack of FPU was the only difference between the 486 SX and DX. Reportedly, on early versions of the SX the FPU was actually present but disabled.
Re:I remember... (Score:2)
Rendering Times... (Score:3, Interesting)
POV 3.5 (Score:2, Informative)
My hat's off to the POVDEV team, it was worth the wait!
I just hope it manages to get mirrored before the rest of the
Things to try (Score:3, Insightful)
write out a z buffer with the image using -z at the command line.
and some changes that allow colour gradients to be used for normal gradients.
They still don't seem to have that stuff in pov 3.5
I've also got a reasonable (but 4 years old!) fractal landscape generator I wrote for POV,
oh and when compiled with djgpp I got a 5% performance boost over the stock dos build.
those were the days.
Re:Things to try (Score:2)
You can get at the Z buffer, just not from the command line. There is a debugging thing to let you do it, I've used it to try to figure out why some of my scenes didn't come out as I planned. You can also get the alpha chanel rendered directly into PNGs...
You can do that now, it looks like 3.5 finaly unifyes all the patterns. Plus you can supply your own functions and us uv-maps!
I have a rolercoaster "construction kit" I did about the same time. Maybe we should combine them, since I just put my coaster over water...(and it took me forever to find out that no_shadows also canceled the fake caustics!)
Whack-a-server advanced... (Score:4, Funny)
-Adam
povray is not open source (Score:3, Informative)
PovRay is not open source, but rather has a very complicated licensing scheme [povray.org]. Not only that, care must be taken to be sure even that an image you produce with PovRay is legal to distribute, since there are rather severe licensing restrictions on many of the object description files provided with PovRay you must read these carefully to be sure that what you are doing is legal.
Re:povray is not open source (Score:4, Informative)
As far as scene files and generated images
Hang around the POV newsgroups, you'll find it to be a very friendly and supportive community. A good number of those on the development team are there to answer questions. I've been hooked on POV since 92 and I'll continue to support them in whatever way possible.
Re:povray is not open source (Score:2)
Agent_Eight writes: As far as scene files and generated images ... hey your free to do whatever you want with the images.
This is incorrect: read the license [povray.org] again. You are not permitted to make any derivative works using the files in the SCENES directory, except for those in its INCDEMO subdirectory, or distribute such works, unless the file itself explicitly grants this permission, and most do not. Copying any text out of one of the supplied scenes files for use in a description of your own image would be to make a derivative work.
If enforced strictly, it would be dangerous to even read the scenes files if you later on plan to use povray to make similar images, though in practice this is unlikely to be enforced.
Re:povray is not open source (Score:2, Insightful)
If enforced strictly, it would be dangerous to even read the scenes files if you later on plan to use povray to make similar images, though in practice this is unlikely to be enforced.
Your right about the wording of the license,and yes, it's not likely to be enforced. In later versions, the license will become even more liberal (maybe even open source?)
The license does a pretty good job of explaining why the software isn't open source right now.
Thier biggest concern is with people charging for free software without letting people know they are paying for something that is free.
Re:povray is not open source (Score:5, Informative)
As for the object files, I think that if you read carefully you'll find that the only restrictions are on the use of the files in the samples directory; the POV-Team doesn't own the copyright on those files so the restrictions on those files are an unfortunate necessity. The standard include files and macros, though, are free to be used for any purpose:
Re:povray is not open source (Score:2)
And, it makes it simple to change the licence too.
Re:povray is not open source (Score:3, Interesting)
But as you can see parkrrrr says they are working on a rewrite that will get rid of the old code, so it may be licenced differently in the future.
Re:povray is not open source (Score:2, Interesting)
Re:povray is not open source (Score:2)
I was going to mention the Compuserve connection. I actually joined CServe in 1992 when I got my first modem just for the raytracing forum. I later changed to Delphi because all I really needed was NNTP for comp.graphics.raytracing. I guess I was active there in 1994.
(Hey, everyone else was remembering the old days. I didn't have it as bad, I started with POV on a 486DX2/66 with 16MB of RAM.)
Re:povray is not open source (Score:2)
I remember doing traces that took almost a week on my 286-287 system in 1990. NT-REAL (not a trace of reality) was a great image, I used it as a background on my Sun for a long time.
Re:povray is not open source (Score:2)
I also forget about the You Can Call Me Ray BBS. I never did get a chance to call it. But I set up a BBS on my machine (and even put it online a few times) called, Its A Shame About Ray.
Was NT Real from DKB? I know it was (is?) packed with POV-Ray. I would always print it out as a printer test. One year in high school art I carved a dry wall releif of it (is that a derived work?).
I'm putting together a new big server for work. Maybe I'll have to spend a few cycles doing some tracing as a burn in.
Re:povray is not open source (Score:2)
Here's a couple of links..
Early History of POV
http://www.povray.org/working-docs/id000007.
An old FAQ with more references
http://gpp.netfirms.com/3dgraphics/fa
Re:povray is not open source (Score:2)
Re:this keeps biting people in the ass (Score:2)
If I wanted to do that, why didn't I just release it to the public domain to begin with? That has so many loopholes, it's not even funny.
(as long as it's less restrictive)
This is meaningless. If you can put it under a BSD license, you can then make it as proprietary as you want.
License isn't as bad as people make it out to be (Score:3, Insightful)
Not only that, but the developers plan on doing a rewrite for version 4, that will allow them to release it under a more permissive license (remember, lots of people contributed to the project under the current license, so chaning it is hard).
The most restrictive part of the license has to do with using other artists' images, which really isn't too terribly different from any other modellers or renderers out there. While I support and advocate Free Media [expressivefreedom.org] and a public commons of art for all of us to draw upon in our creativity, this restriction is on the art, not the use of the software.
From the horses mouth: [Reference [216.239.35.100]]
It seems relatively clear to me that they would like to release the next version, once it has been rewritten, under a GPL-type license (probably not a *BSD style license based on their historical experiences with people remarketing their work, which led to this somewhat restrictive license in the first place). Their license predates the GPL, and they seem to imply at several points that the GPL, or a license like it, would be sufficient to protect their concerns and guarantee the freedom of their project, which if you read the history section of the aforequoted document, is their main concern.
And don't forget Fractint! (Score:3, Interesting)
ttyl
Farrell
I 3 POV-Ray! (Score:2, Insightful)
There are some really powerful tools in this new version. I still find it hard to believe the results possible with POV-Ray...with this and GIMP, you can make great graphics for web pages or excellent digital art. All without spending thousands of dollars on expensive software.
It's also a great tool for teaching kids programming concepts. While you're not creating a program, the syntax is very C-like. You can create macros, apply properties to objects...a few years back I introduced POV-Ray to one of my younger sisters. With absolutely no previous experience in programming, she was creating very interesting scenes in a few hours. It's easy to get kids involved when there are such immediate, and often beautiful, results. You can't get them excited about writing a "Hello, World" dialog box function.
Get out there and start rendering!
bah...still in the 3.x release (Score:1)
How can this be any good. Perhaps they should release POVRay2002 instead.
Brings back memories! (Score:2)
From a quick search on the internet, it appears that MORAY still exists, but the link I found to their homepage was down. Does anyone around here use MORAY as their modeller?
Cluster POVray (Score:3, Interesting)
Using POV-Ray on cluster systems (Score:3, Informative)
Mutiple machines? (Score:2)
But it always bugged me that POVRAY didn't have better support for multiprocessor systems. Oh sure, you could run two instances of Povray for the top and bottom halves of your image, then splice them together; but why dump that on the end user? Wouldn't it be trivial for the developers to assign each successive pixel to a new process?
I hope 3.5 will automagically detect and use multiple processors. Then I'll worry about getting multiple machines hooked up.
Re:Mutiple machines? (Score:2, Informative)
Don't forget the first povray pioneer artists (Score:2, Informative)
Today's Games = Yesterday's POV (Score:2, Interesting)
I used to have lots of fun with the DOS versions of POV-Ray.
The graphics of today's games like Unreal Tournament & Quake3 remind me of scenes from the old DOS POV. I'm all into frames per second now, not seconds per frame!
I'd still like to see what a modern raytracer can do though.
Looks like the Povray's been Slashdotted... (Score:5, Funny)
1st Screenshot:
Blue Sky
Reflective-Ball
Ground Made of Grid Lines
2nd Screenshot:
Star Feild
Ball
Ball
Reflective-Ball
Ball
Ground made of Grid-Lines
3rd Screenshot:
Fog
Top side of Cube
Fog
Left Side of Cube
Right Side of Cube
Fog
Water with waves in it
LamnessFilter: fka;jdk;dskdsjnxz.,nweqhkljasdnm,Z.fdhjfahvcmv,zn
dfsafd
fsdak;jdsfkljdsa;
POV-Ray goes beyond standard rendering too (Score:2, Insightful)
I have rendered user interface components for games with POV-Ray. Basically I have built a .inc files which consist of the interface primitives (some macro "functions"). The .pov files contain the real user interface components. Using a config.inc and some scripts you can parametrize the whole system. You can change textures, sizes, lighting and so forth on by editing the config.inc and render the components with one shell script. Also, it is easy to produce nice alpha masks (to get rig of the background) to the components by fiddling with textures and lighting. It doesn't take too many lines of code to combine the masks and the images (in PNG format). You know, a rendering pipeline, a programmer compatible way doing graphics, beats Photoshop anytime :)
POV-Ray can also be used as a plain texture generator.
I wish that POV-Ray had a more powerful macro language. Or, awwwww, maybe even a proper scripting language. At the moment you have to use all sorts of external magic to generate POV-Ray files to get what you want.
Best software project ever (Score:3, Interesting)
Anyway, I first used POV in 1993, and it got me hooked on the whole computer thing. I'd never have learned Perl except to auto-generate my POV scripts. I'd never have learned Unix except so I could run POV on the university RS6000's instead of the 386DX's. Gee, I owe my career to POV!
Comp.graphics.raytracing, and later comp.graphics.rendering.raytracing were the two best newgroups I ever read, and epitomised all that was (note the past tense!) good about usenet. I wrote a tutorial for POV 2.0 when it came out, and helped set up a web competition still going today (http://www.irtc.org/).
The people were friendly and helpful, flame wars were almost unheared of and religious technology wars were rare. People joined the community, stayed in the community, and helped others enter the community.
People wrote a plethora of supporting utilities, and it really was an application that brought an otherwise inaccessible area of computing within reach of anyone.
Today, CGI is so common in film and TV that POV-Ray's images have little wow factor. Low-end commercial tools like strata 3D are much more affordable and accessible.
Nonetheless, raytracing still produces images with a unique feel, and I'm sure people still get enormous pleasure (and excellent spatial reasoning practice!!) from using POV-Ray. Unless they've changed it radically, the Scene Description Language used by POV was one of the most elegant and well designed declaritive languages I've ever come across in computing. XML and every configuration file I've seen is an ugly hack in comparison. And don't even mention VRML
Go go POV team!!!!
Re:Best software project ever (Score:2)
Disclaimer: I hear what you're saying. Raytracing with POV-Ray is a fun passtime. However...
Only in bad raytracers. Good rendered images (raytraced or otherwise) don't look like raytraced images unless the user specifically wants them to.
No arguing over taste, of course, but I find raytraced images that look raytraced distracting as hell.
Mac version both cool and lame (Score:2)
Re:Mac version both cool and lame (Score:2)
Still slow with faster CPU... here's why... (Score:2)
Today you get 200X faster processors, yes, but at the same time, you get caustics, radiosity, Subsurface Scattering, Volumetrics and loads of plugins/shaders that are sometimes *very* Cpu intensive. These things are an evolution of the rendering pipeline that arrived because of a lot of R&D but also because more power is available to plug these new features in (rendering hair 10 years ago was a simple polygon with hair texture on it, or polygon strands that looked terrible
So while the CPUs right now are going faster and faster, the evolution of the quality and complexity of the images also went up at the same time, thus cancelling the speed increase for mid to high-end work.
Production houses still require a renderfarm, testing some specific scenes still requires to reduce the resolution to something very small or to sample limited region in the camera viewport.
Of course if you don't want to do any raytracing and do simple model and lighting and make it look quake-like, you won't need a renderfarm, for a flying logo with nothing fancy, it's hell of a lot faster, but for most 3D artists, they still have a good excuse to go to the coffee machine
I don't know about POVRay, I've always been a lightwave user, but if they've catched up with the new rendering algorythms for the above features I mentionned, they are going to tax the cpu as much as raytracing taxed machines in the mid 80s.
International mirrors (Score:2, Informative)
http://www.mirror.ac.uk/sites/ftp.povray.org/pu
ftp://sunsite.cnlab-switch.ch/mi
ftp://sunsite.wits.ac.za/pub/mirrors/
ftp://gd.tuwien.ac.at/graphic
ftp://ftp.etsimo.uniovi.es/pub/raytrace
ftp://kermit.stud.fh-heilbronn.de/mirrors
ftp://ring.asahi-net.or.jp/pub/misc/pov
Re:seems http of povray.org is already slashdotted (Score:1, Informative)
Re:Someone's gotta say it... (Score:2)
Re:Not cool (Score:2)
Yes, the source code is not free, but nothing in the license even tries to restrict what you do with the artwork. Maybe you're confusing us with BMRT.
look again (Score:2)
Again, it has already been pointed out [slashdot.org] that the restriction on generated artwork is just if you use some of the demo scenes.
Re:Not cool (Score:4, Informative)
Re:Can POV model hair yet? (Score:2, Interesting)
You just use the method that realtime designers use for 3D hardware: transparent shells.
How to make a hairy sphere in POV-Ray:
1. Make a sphere.
2. Make a while loop, which makes more spheres, each one a tiny bit bigger than the last.
3. These spheres have a pigment map with a spot pattern. Scale the pattern way down, tweak the color thresholds until the spots are small enough. Your spheres are going to be transparent with the spot pigment being the desired hair color.
4. The spheres are stacked on each other close together, and the spots on the spheres line up and look like hairs.
The results can really be quite striking. By shifting the surface while scaling it, you can slant the hairs. Throw in gradual amounts of turbulence, and you can introduce irregularities like messy fur. This method works very well for making carpet, too. Have fun!
Re:Can POV model hair yet? (Score:2)
Re:We need a mirror! (Score:2)