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Posted

Anybody that has POV files, may I have one or two? I am trying to learn POV-Ray, and it is damn hard without an example that works well.

Email them to me as attachements or post them here.

 

Thanks

Pyro

Posted
...Learn Blender instead, it's much easier, unless you go in for mental anguish.

Well, there is a lot to be said for mental anguish, but I would rather save some time if I can. Blender? Okay, I'll check it out.

Posted
Anybody that has POV files, may I have one or two? I am trying to learn POV-Ray, and it is damn hard without an example that works well.

Email them to me as attachements or post them here.

 

Thanks

Pyro

 

 

Try this one, it is fairly simple. I wouldn't render it at larger than 320x240, however, unless you are willing to wait for a while. I beefed up some of the settings for more realism, which slows it down a bit.

 

 

// ==== Standard POV-Ray Includes ====

#include "colors.inc" // Standard Color definitions

#include "textures.inc" // Standard Texture definitions

#include "functions.inc" // internal functions usable in user defined functions

 

// radiosity (global illumination) settings

global_settings {

radiosity {

pretrace_start 0.08 // start pretrace at this size

pretrace_end 0.04 // end pretrace at this size

count 350 // higher -> higher quality (1..1600) [35]

nearest_count 7 // higher -> higher quality (1..10) [5]

error_bound 1. // higher -> smoother, less accurate [1.8]

recursion_limit 3 // how much interreflections are calculated (1..5+) [3]

low_error_factor .5 // reduce error_bound during last pretrace step

gray_threshold 0.8 // increase for weakening colors (0..1) [0]

minimum_reuse 0.015 // reuse of old radiosity samples [0.015]

brightness 1 // brightness of radiosity effects (0..1) [1]

 

adc_bailout 0.01/2

normal on // take surface normals into account [off]

//media on // take media into account [off]

//save_file "file_name" // save radiosity data

//load_file "file_name" // load saved radiosity data

//always_sample off // turn sampling in final trace off [on]

//max_sample 1.0 // maximum brightness of samples

}

}

// set a color of the background (sky)

background { color rgb <0.3, 0.3, 0.3> }

 

// perspective (default) camera

camera {

location <0.0, 4.0, -5.0>

look_at <0.0, 0.0, 0.0>

right x*image_width/image_height

}

 

// An area light (creates soft shadows)

// WARNING: This special light can significantly slow down rendering times!

light_source {

0*x // light's position (translated below)

color rgb 1.0 // light's color

area_light

<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)

4, 4 // total number of lights in grid (4x*4z = 16 lights)

adaptive 0 // 0,1,2,3...

jitter // adds random softening of light

circular // make the shape of the light circular

orient // orient light

translate <40, 80, -40> // <x y z> position of light

}

 

 

#declare dimple1 = union

{

 

#declare Count = 0;

#while (Count < 40)

sphere{<0,0,0>, .1 translate x*1.06 rotate y*Count*9}

#declare Count=Count+1;

#end

}

 

#declare dimple2 = object{dimple1 rotate y*4.5}

 

#declare dimple3 = union

{

#declare count2 = 0;

#while (count2<10)

object {dimple1 rotate z*18*count2}

object {dimple2 rotate z*9 rotate z*18*count2}

#declare count2=count2+1;

#end

}

 

difference

{

 

sphere

{<0,0,0>,1}

object{dimple3}

pigment{color White}

finish {specular .5 roughness .007 ambient 0}

rotate y*90

 

}

 

 

 

plane

{ y, -1.0

texture

{

DMFWood6

translate

x*10

rotate y*30

}

finish{ambient 0}

normal

{

wood .075

turbulence 0.04

octaves 3

scale <0.05, .05, 1>

translate x*10

rotate y*30

}

}

 

plane

{ z, 3.0

texture

{

pigment{color Wheat}

finish{specular .15 roughness .03 ambient 0}

normal{bumps .025 scale.15}

}

}

 

Posted
Well, there is a lot to be said for mental anguish, but I would rather save some time if I can. Blender? Okay, I'll check it out.

 

Blender is okay, I've played around with it a little. I still like POV-Ray. To each his own, I quess. If you really want a modeler, may I suggest Moray? It's a wireframe modeler that uses the same primitives as POV-ray, and can even export as a POV file.

 

One of things I like about POV-ray is that you can enter the transforms as math functions that use variables and in some ways treat it almost like a programing language. It was that ability that made this animation a lot easier to make.

 

Posted
I on the other hand... prefer 3DS Max. Has all the things you want, Janus. Damn simple to use also. I never got the hang of Blender, mind...

 

Is this what this thread was meant for?

not really but it doesnt matter all that much

Posted
I on the other hand... prefer 3DS Max. Has all the things you want, Janus. Damn simple to use also. I never got the hang of Blender, mind...

 

 

Except that it is pretty spendy, while POV-Ray is free.

Posted

I was learning Lightwave, and I've used 3dMax, confusing as hell and so non-intuitive it makes me want to scream. I swear it's ment to be used by Geometry majors or something. I just want to get it to do some simple manipulations and it over complicates things unnessarily.

 

On the otherhand, I enjoyed the little experience I had with Lightwave. Very much easier to use, in my humble opinion. I want to learn to code 4d objects. Is Pov-ray anything like OpenGL?

Posted

You're confused with the complicateness with 3DS MAX? Well... they do have tutorials which clean it all up. (Do NOT try and learn it the hard way!!!)

 

Anyway, what's with the sudden sleepiness in the main thread?

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