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  1. untitled

    2020-08-26 17:28:14 UTC

    Aaron Carlisle (Blendify)
  2. untitled

    2020-08-26 17:28:14 UTC

    Campbell Barton (campbellbarton)
  3. untitled

    2020-08-26 17:28:14 UTC

    Maurice Raybaud (mauriceraybaud)
  4. untitled

    2020-08-26 17:28:14 UTC

    Campbell Barton (campbellbarton)
  5. untitled

    2020-08-26 17:28:14 UTC

    Maurice Raybaud (mauriceraybaud)
  6. untitled

    2020-08-26 17:28:14 UTC

    Maurice Raybaud (mauriceraybaud)
  7. untitled

    2020-08-26 17:28:14 UTC

    Bastien Montagne (mont29)
  8. [Alain Martel] Re: Trouble defining a visible light source [14 hours and 38 minutes ago]

    2021-11-26 18:09:44 UTC

    Le 2021-11-25 à 17:16, TheRealMorris a écrit :
    > Hi,
    > 
    > I'm using Povray 3.7.0.8 (which is the version coming straight from the Ubuntu
    > 21.10 archives) and I'm trying to define a visible light source. I found this in
    > the docs for povray 3.6 here:
    > 
    > http://www.povray.org/documentation/view/3.6.2/137/
    > 
    > So, just for a test I copy/pasted this into my scene:
    > 
    > 
    > light_source
    > { <0,0,0> color 1
    >    looks_like
    >    { sphere
    >      { <0,0,0>,0.1
    >        color { rgb 1 }
    >        finish { ambient 1 }
    >      }
    >    }
    >    translate <10,20,30>
    > }
    > 
    > 
    > But I get this error:
    > 
    > 
    > File '/home/trm/light.pov' line 91: Parse Error: No matching } in 'sphere', {
    > found instead Fatal error in parser: Cannot parse input.
    > 
    > Line 91 is the "color { rgb 1 }" one ...
    > 
    > 
    > Did something change in the syntax in version 3.7 or is the example incorrect
    > (or am I missing something basic)?
    > 
    > Thanks for any tips
    > 
    > 
    > 
    Replace «color» with «pigment».
    Note : The keyword «color»/«colour» is no
    longer needed. It's a leftover 
    from previous versions. Pre version 3.3.
    
    Use this instead :
    
    light_source
    { <10,20,30> rgb 1
       looks_like
       { sphere
         { <0,0,0>,0.1
           pigment { rgb 1 }
           finish { ambient 1 }
         }
       }
    }
    
    The coordinate of the looks_like is always relative to the light_source 
    location.
    
  9. [Alain Martel] Re: Ambient and cast shadows on metallic textures [14 hours and 45 minutes ago]

    2021-11-26 18:02:13 UTC

    Le 2021-11-25 à 14:00, Cousin Ricky a écrit :
    > On 2021-11-25 1:06 PM (-4), Alain Martel wrote:
    >>
    >> I came to the conclusion that metallic finishes should have zero ambient
    >> through my own experimentation. The metallic textures from the various
    >> includes looked just wrong to me.
    > 
    > Yes, they do look horrible!  My experiments with better metallic
    > textures began very soon after I downloaded POV-Ray.
    > 
    >> I started by commenting out the
    >> ambient. I got a massive improvement. Then, I tested with an explicit
    >> zero ambient and got the best, most realistic, result.
    > 
    > As I implied in the OP, I adopted the policy of reducing the ambient in
    > proportion to the diffuse, and wrote a macro to do this automatically.
    > Since a highly specular surface would have a low diffuse component, this
    > naturally leads to very low ambients.  But the ambients in metals.inc
    > are *way* out of proportion to the diffuse components!
    > 
    >> When I first posted about it, I was unaware of Clipka's position on that
    >> subject.
    >>
    >> The metallic finishes from metals.inc have been made to look acceptable
    >> in an empty scene against a black background, and that's the only
    >> situation where they look somewhat correct.
    > 
    > Or, how about using a bright sky_sphere along with a large hollow black
    > sphere with no_reflection.  Our realistic low-ambient and no-ambient
    > metals will show up fine, no need for metals.inc's insane ambients.
    > 
    
    Here is my edited versions of metals.inc and golds.inc.
    I explicitly set all ambient to zero.
    
  10. [kurtz le pirate] Re: How to ... [18 hours and 8 minutes ago]

    2021-11-26 14:39:25 UTC

    On 23/11/2021 21:00, Francois LE COAT wrote:
    > Hi,
    > 
    > Bald Eagle writes:
    >> Francois LE COAT wrote:
    >>> For example, *.TRI format of 3D shapes contain <x,y,z> coordinates, and
    >>> a color affected to these. If you use TRI2POV it gives a surface like...
    >>>
    >>>   <https://www.youtube.com/watch?v=Yf7q2KdAS-4>
    >>>
    >>> When you use TRI2POV it converts the surface in a set of smooth_triangle
    >>> that can render the surface with ray-tracing. That exists since the very
    >>> first versions of POV-Ray, and produces a very nice result.
    >>>
    >>> I hope that it is what you're thinking about. Some 3D file formats, like
    >>> *.TRI is perfect to describe that kind of colored 3D surfaces. It's easy
    >>
    >> I don't believe I am aware of TRI2POV.  Where is it available?
    >> I'm sure I have asked a similar question in the past, so I'm thinking 
    >> that there
    >> are a lot of other people who are unaware of this utility.
    > 
    > I have C sources for TRI2POV. But I remembered that it's ATARI software:
    > "
    > TRI-POV Converter Version 1.0 Sept/97
    > Copyright (c) 1993 by Steve Anger
    > And 97 by Archimedium
    > 
    > This program converts .TRI files generated by the Atari programs
    > to POV-Ray or Vivid raytracer scene files. Bounding shapes are
    > automatically generated for POV-Ray to greatly reduce the rendering time.
    > 
    > 
    > Syntax:  tri2pov inputfile[.tri] [outputfile] [options]
    > 
    > Options:
    > -snnn    - Generates smooth triangles. The boundaries between
    triangles
    >             are only smoothed if
    the angle between the triangles is less
    >             that nnn degrees. -s0
    will not smooth any triangles while
    >             -s180 will smooth all
    triangles. Values from -s45 to -s90
    >             usually work well. If
    unspecified smoothing defaults to -s60.
    > 
    > -op      - Output to POV-Ray 1.0 format
    > -op2     - Output to POV-Ray 2.0 format (2.0 is unreleased as
    yet)
    > -op3     - Output to POV-Ray 3.0 format (default)
    > -ov      - Output to Vivid 2.0 format
    > -or      - Output to Raw triangle format.
    > 
    > -lxnnn   - Set look_at x coord to nnn
    > -lynnn   -  '     '   
    y   '   '   '
    > -lznnn   -  '     '   
    z   '   '   '
    > 
    > -vxnnn   - Set view_point x coord to nnn
    > -vynnn   -  '      
    '     y   '   '   '
    > -vznnn   -  '      
    '     z   '   '   '
    > 
    > e.g. tri2pov car.tri car.pov -s60.0
    > 
    > 
    > 
                                     
    Steve Anger, Guelph, ON, Canada
    > 
                                     
    CIS: 70714,3113
    > 
                                     
    Internet: 707### [at] compuservecom
    > 
                                     
    ADEnet Boards i.e.:TGA: (510)524-2780
    > 
    > Archimedium WEB: http://www.ief.u-psud.fr/~lecoat
    > E-mail: lec### [at] iefu-psudfr
    > "
    > I modified it a long time ago. It works well. I can send you sources...
    > 
    > Best regards,
    > 
    
    This utility looks interesting.
    I'd like the sources. If it is not too complicated, the conversion from 
    C to POV SDL can be considered.
    
    My email address is valid.
    
    
    -- 
    Kurtz le pirate
    Compagnie de la Banquise
    
  11. [Dave Blandston] Re: Music Video Project Finished [1 day and 3 minutes ago]

    2021-11-26 08:45:00 UTC

    "jr" <cre### [at] gmailcom> wrote:
    > hi,
    >
    > those "Bordered Characters" have come a long way.  :-)  nice.
    >
    >
    > regards, jr.
    
    Ha ha you caught me! Have an awesome day!
    
  12. [Thomas de Groot] Re: Trouble defining a visible light source [1 day 1 hour and 18 minutes ago]

    2021-11-26 07:29:56 UTC

    Op 26/11/2021 om 00:03 schreef TheRealMorris:
    > =?utf-8?Q?Harald_J=C3=B6rg?= <haj### [at] posteode> wrote:
    >> TheRealMorris writes:
    >>
    >>> I'm using Povray 3.7.0.8 (which is the version coming straight from the Ubuntu
    >>> 21.10 archives) and I'm trying to define a visible light source. I found this in
    >>> the docs for povray 3.6 here:
    >>>
    >>> http://www.povray.org/documentation/view/3.6.2/137/
    >>>
    
    Tip: When using the POV-Ray documentation, always use the wiki version 
    as that is the most up-to-date. Your document page can now be found here:
    
    https://wiki.povray.org/content/Knowledgebase:Language_Questions_and_Tips#Topic_1
    
    Personally, I most often start with:
    
    https://wiki.povray.org/content/Reference:Keywords
    
    
    -- 
    Thomas
    
  13. [Thomas de Groot] Re: Ambient and cast shadows on metallic textures [1 day 1 hour and 26 minutes ago]

    2021-11-26 07:21:04 UTC

    Op 25/11/2021 om 20:00 schreef Cousin Ricky:
    > On 2021-11-25 1:06 PM (-4), Alain Martel wrote:
    >>
    >> The metallic finishes from metals.inc have been made to look acceptable
    >> in an empty scene against a black background, and that's the only
    >> situation where they look somewhat correct.
    > 
    > Or, how about using a bright sky_sphere along with a large hollow black
    > sphere with no_reflection.  Our realistic low-ambient and no-ambient
    > metals will show up fine, no need for metals.inc's insane ambients.
    > 
    
    <hint> There is a task for you to correct the metals.inc content for the 
    future users generations and, on a more serious note, for (future) 
    downloads of the POV-Ray package. </hint> ;-)
    
    -- 
    Thomas
    
  14. [jr] Re: Music Video Project Finished [1 day 1 hour and 28 minutes ago]

    2021-11-26 07:20:00 UTC

    hi,
    
    "Dave Blandston" <IsN### [at] protonmailch> wrote:
    > Greetings Friends,
    >
    > This was a fun project! ...
    
    those "Bordered Characters" have come a long way.  :-)  nice.
    
    
    regards, jr.