POV-Ray 10th Anniversary Contest 216
erich666 writes "You could win a great computer by making a cool image. POV-Ray is a free multiplatform ray-tracing renderer with source available. To celebrate POV-Ray's tenth anniversary some hobbyists are having a contest, and they convinced a few sponsors to donate some nice goodies. Me, I'm a no-talent slug, but still found their site's hall of fame worth visiting."
That's backwards (Score:4, Funny)
Re:That's backwards (Score:2)
Hehe. You wouldn't believe how many times I've heard people blame their computer's speed for their art sucking. Guess they never saw the Last Starfighter.
Re:That's backwards (Score:3, Informative)
Re:That's backwards (Score:2)
I haven't used POV Ray so take what I'm saying with a grain of salt, but I think the idea is that you're supposed to use a GUI that creates that text file for you. I doubt the samples of art in their gallery were create
Re:That's backwards (Score:2)
Re:That's backwards (Score:5, Interesting)
Of course, there are no 3D articulated people or detailed sports cars in it or anything.
Rick
p.s. Look closely and you'll notice the room isn't furnished.
Re:That's backwards (Score:2)
Re:That's backwards (Score:4, Informative)
Re:That's backwards (Score:3, Informative)
Not really. While you might use a GUI modler to make some of the 3D models, it's easier to do most of the stuff in the text files.
The easiest examples to demonstrate this that I can think of are the Povray Short Code Contest [swin.edu.au] Where 256-byte(!!!) programs make incredible 3D scenes including realistic landscapes, pottery collections, urban landscapes, jungles, red-blood-cell closeups, etc.
With a few more tha
Re:That's backwards (Score:5, Interesting)
For example, this [rr.com] takes quite a while to render on a 1.2GHz machine, even though those are just speckle shells and not individual hairs. This [rr.com] wasn't too bad, I think 10 hours on a 233MHz laptop. Likewise with this one [rr.com]. But this [rr.com] one took a couple days on a 1.2GHz machine due to all the internal reflections and focal blurring. Also, this Megatokyo fanart [rr.com] took a day or so to render. Nothing really complex as far as the actual objects go, just a lot of light and atmospherics.
I also kind of like it for roughing out mechanical parts, though of course it's no AutoCAD. This [rr.com] was part of something I was trying to put together with rollerblade wheels. And here [rr.com] was the furniture set I modeled while planning out a dorm layout one year in college.
None of this stuff involved modelers at all, just typed in, using macros and recursion where possible. You start with a simple sphere statement, and then it gets addictive.
Re:That's backwards (Score:2, Interesting)
Perhaps you can render only specific regions of an image at its final resolution?
Re:That's backwards (Score:2, Interesting)
Re:That's backwards (Score:2)
It ran fine while I worked on Word in the foreground (well tried to work in Word, but that was Word's fault because it was quite broken at the time, even when running by itself).
I only did very low resolution but had lots of fun at the time. POV was a great tool even back then.
Re:That's backwards (Score:5, Funny)
Cry me a river. When I first started using POV-Ray, I had a 486 w/4MB of RAM and a puny 200 meg hard drive! The program came on three 5.12" disks, and I had no TARGA Viewer to see the output! I had to put up with grainy previews just to see what the heck I was rendering!
Bah, kids these days. 16 million colors, Three-Dee graphics cards, hundreds of megabytes of RAM, not to mention math COPROCESSORS! And you think you NEED a faster machine?! You're all a bunch of whiners, that's what you are!
Re:That's backwards (Score:4, Funny)
Now that's hardship - shipping you software on disks that don't properly slot into a 5.25" drive!
Got Ya Beat (Score:5, Informative)
When I co-developed POV-Ray, I did it on a 20 Mhz 286, with a '287, That right, a 286!! It had about 8 MB of extended memory. It ran 4 60 GB Full-height 5-1/4" MFM Hard Drives - 2 with an old XT controller and the main 2 with the standard AT controller. The VGA card had just been introduced and we needed more colorful apps badly!
A simple test trace of a sphere and checkerboard would take 2-4 hours. A moderately complex scene would take 2-3 DAYS at 640x480 and AA on.
POV-Ray was developed between the two of us over the period of about 3 years, transferring files via MODEM at 2400 baud back and forth. A friend set us up a Raytracing BBS to distribute it, called "You Can Call Me RAY". Eventually, Compuserve gave us a complimentary development area to use there (and that was back when they were charging $$$ by the MINUTE, that was nice of them!).
After 5 yars of intense development, the original author and I burned out and let the current group continue to develop and distribute the program. All this was several years before "The Internet" became a thing. It is really gratifiying to see what some of the true artists have done with "my baby".
Give parent mod points (Score:2)
Re:Give parent mod points (Score:5, Informative)
It was later pointed out to me that it was a nice double entendre for "Point of View" as well. We were worried maybe the TV show "POV" might get mad (well, not really). Actually, there was another copyrighted program called POV. I can't remember exactly was it was for, but it wasn't rendering or visualization, but that's why we called it "POV-Ray" instead of just "POV".
Re:Got Ya Beat (Score:2)
I remember POV-Ray for the Amiga back in the late 80's. So what exactly is this a 10th anniversary of?
Re:That's backwards (Score:2)
Re:That's backwards (Score:5, Funny)
Hah! I can one up you on that one, Mr. AC. When I was five, things were so bad that we had to give computer commands to a TURTLE just to get an image drawn!
(for those who don't get it [ecu.edu.au])
POV-Ray is for the Hardcore! (Score:5, Informative)
Re:POV-Ray is for the Hardcore! (Score:4, Informative)
POV-Ray is for the Hardcore!-Thac (Score:2, Informative)
Re:POV-Ray is for the Hardcore! (Score:5, Informative)
Also check out Art of Illusion [artofillusion.org] which is a full-featured cross-platform modeler/raytracer but has a POV-Ray export feature. I know the author from work and he is a genius.
Re:POV-Ray is for the Hardcore! (Score:4, Informative)
Well, to be clear, Moray is not free. Its nagware. A fully registered license costs 80 Euros. However, the unregistered version is not crippled. It does nag a lot though.
Re:POV-Ray is for the Hardcore! (Score:2, Informative)
sPatch was a fun little program too - great for those organic shapes I couldn't script. I don't know how much help these programs are though -- it's been several years since I've done any raytracing.
Re:POV-Ray is for the Hardcore! (Score:2)
And yes, it exports to POV-Ray.
but not free (Score:2)
Re:POV-Ray is for the Hardcore! (Score:3, Insightful)
The scripting language is really not all that bad (especially compared to VRML, the other graphics scripting language I've used). You can build complex objects by generating them within loops or recursive macro calls - you can make a halfway decent looking tree in less than a page of code. If you're used to pointing and clicking, it can be a pain, but some things that would be near impossible to create in gui modeller are easy to program.
CSG helps the user friendliness quite a bit. With ray tracers, it
Here's another. (Score:2)
Re:POV-Ray is for the Hardcore! (Score:2)
Hardly. You need to remember some school geometry and have a reasonably visual imagination.
I think it's far more fun than the GUI graphics toys. Perfect for programmers, who are used to building abstract descriptions in order to create concrete end results.
Also check out... (Score:5, Informative)
Internet Ray Tracing Competition
Speaking of which... (Score:5, Informative)
One of the hall of fame pictures featured, The Wet Bird [povcomp.com] was the March-April 2001 IRTC Winner.
This is an amazing piece of artwork. One of the other artists [oyonale.com] (scroll to bottom) even mentions that "The Wet Bird" was accused of being a photograph when it was submitted.
Unbelievable stuff.
Not photo-free, though. (Score:4, Informative)
On usenet:news.povray.com (Score:5, Informative)
Got my entry sorted! (Score:5, Funny)
Re:Got my entry sorted! (Score:4, Funny)
Make sure to use chrome and marble textures!
Re:Got my entry sorted! (Score:2)
My plain gray teapot will easily pwn your ball no matter what fancy textures you use!
Where's the cross-project support? (Score:5, Interesting)
I'm getting a bit sick, though, of having to use a conversion script every time I want to render something from Blender in POV-Ray (if even just to test the camera angles or lighting).
Any word on either the Blender or POV-Ray project getting a bit of compatibility between the two biggest open source 3D projects?
Re:Where's the cross-project support? (Score:4, Insightful)
I'm not sure if they're going to be pointing it anymore toward POV-Ray as they seem to be heading down the Yafray path. But since anyone could write a plug-in for it, I don't see it being impossible for POV-Ray to be better intergrated.
Re:Where's the cross-project support? (Score:3, Informative)
Unfortunately, Yafray has some of the weirdest compilation requirements I've ever seen. And glancing at their page, it looks like they've gotten even worse than last time I looked -- now you not only need a particular point release of g++, you also need some weird build tool called scons. An
Re:Where's the cross-project support? (Score:3, Informative)
Also, I haven't had any problems with Yafray and Blender 2.3.4...which is the latest release that integrats Yafray into Blender.
But I also compiled it all from scratch since I'm on Gentoo...and "emerge blender" took care of everything really. But your milage may vary.
Re:Where's the cross-project support? (Score:5, Interesting)
I want to like Blender. I really do. Every so often I have another look, try and make it do what I want, and give up.
The user interface is fine, I can cope with that. The problem I have is it's so weird and inconsistent under the hood. Admittedly, most of these problems stem from using the scanline renderer; I haven't investigated Yafray.
For example:
I want to make a planet. Fine, I create a sphere for the planet and a omni light source for the sun. That works.
Now I want an atmosphere. I create another sphere, a bit bigger than the planet. Doesn't work. Do some investigation... Blender doesn't do volumetric effects. Damn.
I look into halos. Eventually I manage to get something in roughly the right place, although it looks crap. It's also being lit by the sun even when it's behind the planet.
After more investigation, eventually I find out that I have to turn on shadows on the planet and the atmosphere; and shadows only work if you're using spotlight lamps! This strikes me as incredibly broken.
So I switch to a spotlight lamp. Now most of the features of my planet are there, although it looks really awful. One of the problems is that the lamp is too close to the planet, so that the light isn't parallel. I move the lamp away... and everything goes black.
More investigation reveals that spotlight lamps seem to stop illuminating anything more than 40 units away. Just dead. At one stage I had half the planet illuminated and the other half in complete blackness.
It was at this point that I gave up. In Povray, however, I was happily rendering entire solar systems to scale, so that my planet was 12000 units in diameter, the sun was 150000000 units away, my camera was 0.002 units above the planetary surface, and it worked perfectly. Plus, I had a whole bunch of programmatic macros to map a latitude and longitude on my planet onto my universal coordinate space for any given date and time, which was cool.
Another thing I hate about Blender is its insistence on using meshes for everything. Meshes are grainy, eat memory, and look naff if you zoom in too far (like on my planet). Oh, it does have basic CSG support, but what happens if I create a complex model and then decide that I want to move one of my primitives a little to the left? I can't, that's what. Once you've applied the CSG operation that's it; if you want to change something, you have to start from scratch. Povray's script-based system means that you just change one coordinate and rerender.
There is stuff I like in Blender; the texture system is really nice, and I wish I could find a way of exporting a Blender texture and using it in Povray. Being able to just point at things instead of searching through your script is useful, and being able to position stuff visually rather than typing in coordinates is wonderful. The inverse kinematics would be cool, too, if I could ever make it work.
Plus, at my level of skill, Povray looks so much better than Blender. I never managed to make Blender's scanline renderer produce anything halfway decent. But Povray, with its mathematically perfect shapes, looks wonderful every time. I can focus on the scene content, and not have to keep adding hacks to improve the image quality.
Re:Where's the cross-project support? (Score:3, Insightful)
Try this in blender:
That should look close to a povray sphere primitive. Also, if you texture the planet, you can add a deform to that (high point due to subdivision) mesh you just created are really get a lot of bang out of your sphere.
Blender can't do volumetric stuff just yet. Tough, with as far as it's co
Re:Where's the cross-project support? (Score:3, Funny)
At one stage I had half the planet illuminated and the other half in complete blackness.
Sounds about right to me!
Re:Where's the cross-project support? (Score:2)
As somebody said here, on Gentoo you can get them through e-merge.
On Debian you can "apt-get install blender [debian.org] " or "apt-get install yafray [debian.org] " (or even "apt-get install scons [debian.org] " if you insist on building from source).
I'm sure you should be able to do the same on your favourite distro, just have a look, read some docs or ask your fellow users.
Re: Where's the cross-project support? (Score:2)
People are working on adding distributed raytracing and photon mapping, so I expect that the internal renderer will be very cool in a few releases.
3D for the masses (Score:5, Informative)
Go To blender.org and download 2.34, you won't be disappointed. OK, I maybe you will be disappointed, but at least you'll have GUI to learn.
Re:3D for the masses (Score:2)
Tutorials (Score:2, Informative)
Dangerous (Score:3, Funny)
And the artists responsible for that hall of fame should be shot for being better than me.
What a coincidence! (Score:5, Interesting)
I use POV since 80386/DOS days...and while working my way through it today I concluded that nowadays I would never have gotten the resources (time/persistence) to learn it.
1,2,3 (Score:4, Funny)
2. ENTER CONTEST and beat the other guy who knows POVRAY
3. PROFIT!!
Re:1,2,3 (Score:2, Interesting)
I once played with POVRAY for a few weeks between contracts during the depth of the dot-com slump, and had a great time. However, you are right that to know most of it probably takes many years (unless you are a rare super-wiz).
However, one "trick" is to find an interesting idea, not so much finding the ultimate effect or ultimate tweak. For example, use combinations of a few simple shapes and ideas to construct an otherwise complex or interesting object. You can make up for your
IRTC (Score:2, Informative)
Alot of the hall of fame images are actually winners of that ongoing competition
Does anyone have (Score:2)
I'm confused (Score:2, Insightful)
Re:I'm confused (Score:3, Insightful)
Hell if I know.
I swear to god, either I'm getting old, these people are absolutely brilliant, or it's time to turn in my Geek Membership card.
Kudos to all the talent.
Re:I'm confused (Score:2)
Yes. In exactly the same way C++ is that "hello world" language, and HTML is the language that was used to make the hamsterdance page...
Just because poor quality things are made with a language doesn't mean that's all it's capable of.
Re:I'm confused (Score:3, Informative)
POV-Ray is user friendly (Score:4, Informative)
Once you get used to the language, it's not that hard to make good looking, complicated stuff. Povray has dozens of built in geometric primitives, CSG support (you can subtract objects from each other), loops, and macros (which can be invoked recursively to generate things like trees). Some things are easier to make in a gui modeller, but many things are actually easier to code directly.
Here's something I've been working on [ogi.edu]. It's all code except for one of the textures and the Jolly Roger on the boat.
-jim
Povray examples in 256 characters (Score:5, Interesting)
Re:Povray examples in 256 characters (Score:2)
Forget the contest - Do LEGO in POV (Score:3, Interesting)
Re:Forget the contest - Do LEGO in POV (Score:3, Funny)
Amazing (Score:2, Funny)
It does look a lot like CSS or perhaps SVG would be more accurate.
Slug, you say? (Score:2, Funny)
Damn! I was going to do a slug. You took my creative idea. Somebody already beat me to a slashdotted sky-server [povcomp.com] also. Great job they did on that fiber-optic cable coming out of the front.
It isn't *that* hard to use POVRay (Score:3, Interesting)
Here are a few of my POV experiments:
Cut glass [deviantart.com]
Dice [deviantart.com]
Three balls [deviantart.com]
Re:It isn't *that* hard to use POVRay (Score:2)
You can be producing pictures quite quickly.
Roger
only 10 years? (Score:3, Insightful)
I remember buying a povray book at the bookstore, which came with a version of povray on CD, when I was in high school, and I graduated in '94. I suppose it's remotely possible I'm not remembering clearly, or that I got the book just before I graduated and what was on the CD was the first release or something.... Still, I would have guessed at least 12 years, if not much longer. I seem to remember povray having origins in compuserve back before I was using it (I had no compuserve at the time, just FidoNet).
Re:only 10 years? (Score:4, Insightful)
Ok, I found the book, it was a Waite Group Press book called "Ray Tracing Creations", copyright is 1993, and it did include povray on CD. I also just hit povray.org to see if they said something about the date they're claiming is the 10th anniversary - it's the povray.org *website*'s 10th anniversary, not the 10th anniversary of povray itself. Fix the damn article
Re:only 10 years? (Score:2)
Re:only 10 years? (Score:2)
Anti-aliasing (Score:2)
Geeky pr0n! (Score:3, Funny)
And even better, if the source for the picture is available, you can even modify the picture so she looks like you want her to. Geek heaven! Finally a girl we can all understand!
Not a good idea (Score:2)
POV is great and sucks (Score:2)
It sucks because they are so paranoid about having their precious user interface hidden (which user interface pretty much sucks) that it's against the license to integrate it in a seamless fashion into anything else.
Yes, I know they're pissed about that magazine in the UK including some of it on a CD, but still.
gds2pov (Score:3, Interesting)
This seems as good a place as any to plug my gds2pov program.
It takes a gds2 file (integrated circuit layout information) as an input and outputs a POV-Ray scene file with the circuit in 3D.
Of limited interest I realise (how many people design chips?), but there you go.
For downloads (Solaris, Linux, Window) and some pretty pictures go to http://www.atchoo.org/gds2pov/ [atchoo.org]
Cheers,
RogerHumans are still problematic (Score:2)
Some of the renderings in the Hall of fame are fantastic.
But sadly, it seems that no POV-ray artist has succeeded in creating a proper human form.
When they try, they have that creepy not-quite-right look that was common in professional computer graphics a few years ago.
I attribute this to the lack of powerful graphic modelling programs used in the pov toolchain. To make realistic human shapes, one needs to be able to quickly and easily nudge these forms thousands of times before its right.
A 10-second silly POVRay animation. (Score:3, Interesting)
Re:For one frame, cool (Score:4, Informative)
Photoshop is a photo editor.
You might as well say MS Word is great but does it have the same text editing capabilities as Excel.
Apples and Oranges.
Re:For one frame, cool (Score:5, Informative)
To program a 1-minute full-motion 3D scene in POV-Ray? Well that depends on the complexity... how many primitives you are using, and such like. You will need to have a VERY clear idea in your head of what you want, before you even begin. POV-Ray is, as I said before, not terribly easy to use. It's EXTREMELY powerfull though. You just need to invest 15 lifetimes in learning how to use it.
Re:For one frame, cool (Score:5, Interesting)
When I first started animating with POV-Ray, I found a little program that would generate include files. Basically, you'd create your POV-Ray file and enter a set of variables into the coordinate spots. These variables would be in an include file that didn't exist yet.
Then, you'd plug those variables into this little program and tell it the minimum/maximum values and the number of frames you wanted. It would then generate a DOS batch file that would use "echo" statements to create the include file every frame. Worked pretty well (if you had the disk space).
These days POV-Ray just has variables that go from 0.0 to 1.0.
Re:For one frame, cool (Score:3, Interesting)
curve(or whatever)(0,0,0,0,10,1,0,0,20,0,0,1);
If only i could remember the name of that app.
BTW : Props to the POVRAY Team.. Been tracing since my old 286 days, initially using Vivid and DKBTrace.. Love POV, still use it...
Who needs stinking GUI's????
Kids today...
Re:For one frame, cool (Score:5, Informative)
For 3D modelling software that works with POV-Ray, check out Moray or Wings3d. You can also use a program such as 3DS Max to model scenes for POV-Ray if you have appropriate software to convert the scene file to a format that POV-Ray understands.
Re:For one frame, cool (Score:5, Funny)
Depends, but a long time (Score:4, Interesting)
It was using radiosity, and there was about 70,000 objects in the scene.
So, along freaking time basically. But the results are great, as good as many commercial apps. So it does have "professional power", IMHO. But it's a renderer and script editor, not a modeller - so it's not Maya or Max if that's what you're getting at.
Re:For one frame, cool (Score:2, Informative)
Well, as others pointed out, Photoshop isn't quite the same thing. What you're looking for is a comparison to other big commercial rendering tools.
What I can say is that PoV-Ray is definitely just as good as any pro renderer. I think the only bad thing about it is that the scene description language is their own doing, definitely not compatible with anything
Re:For one frame, cool (Score:2)
Okay. Same answer. How long is a piece of string?
I can program a cube spinning on its axis that lasts for 1800 frames (1 minute at 30fps) in about 3 minutes. Want something more complex? It'll take more time.
Re:For one frame, cool (Score:3, Interesting)
While I agree with you in principle, you have to understand that POV-Ray has been around since before "realistic" professional 3D packages existed. POV-Ray blazed the trails that all other packages have followed. Sure, it's outdated and difficult now. But back in 1994, it was the most amazing thing ever.
Depsite it's age, however, POV-Ray still makes an inexpensive solution for doing up 2D game graphics, wallpapers, title screens, splash screens,
Re:For one frame, cool (Score:2)
No, Povray has not been around since before 'realistic' professional 3d packages existed. It has not blazed trails. Renderman is much older and as always been about fifty steps ahead in development. Do you think Povray had the same capabilities as Renderman in '95? Hell no. There were maybe three renderers that could have done what Renderman did then (Renderman, maybe Mental Ray, and Prisms... obscure). Povray is great, but let's not sta
Re:For one frame, cool (Score:2)
Ah, that's right. I'd forgotten all about that. Of course, POV-Ray was born on Compuserve, away from my prying eyes.
No, Povray has not been around since before 'realistic' professional 3d packages existed. It has not blazed trails. Renderman is much older and as always been about fifty steps ahead in development.
Now hold on a moment here. I remember '94 fairly well, and I'm pretty sure that Renderman was NOT creating ray traced i
Re:For one frame, cool (Score:4, Informative)
RenderMan itself is an implementation of the Reyes renderer ("Renders Everything You See"). First and foremost, it's a zBuffer rendering engine.
It had lots of really cool features - the ability to render tons of geometry without having to have the entire scene in memory, a very powerful shading language, the brilliant folks at Pixar pushing it to the limits...
Anyone remember "The Road to Point Reyes"? (A link to it would be appreciated; I can't seem to Google it).
These days, it's even got a raytracer built into it. (A moment of silence for ExLuna and BMRT, please).
It also helps to have folk like John Lassiter running the place, who's well grounded in "classical" animation.
Re:For one frame, cool (Score:2)
Even if you choose to discount Renderman on the basis of lack of raytra
Re:what's that sign? (Score:2, Informative)
Re:what's that sign? (Score:2, Redundant)
Re:what's that sign? (Score:3, Insightful)
If you made the room longer, re-arranged the furniture, put some shelving under the windows and a coffee maker in the back it would be just about perfect, though...
Re:Yafray (Score:3, Informative)
From Open Source point of view, POV-Ray is problematic. Technically it is not Open Source; for example, commercial distribution is not allowed. One of the most misunderstood and most important strengths of OSS is the ability to use in any kind of settings, including commercial, military, etc. For example Apache would never have become popular if its license forbade using it for commercial purpos
Re:Yafray (Score:2)
I think I added the qualification "technically" because I thought it might make some people think twice before replying "its source is available, so it's open source, never mind the commonly accepted definition". Now that I think about it, it probably doesn't even serve that purpose very well