[HN Gopher] Ray Tracing with POV-Ray: 25 scenes in 25 days (2013)
       ___________________________________________________________________
        
       Ray Tracing with POV-Ray: 25 scenes in 25 days (2013)
        
       Author : amock
       Score  : 41 points
       Date   : 2021-12-10 18:11 UTC (4 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | chmod775 wrote:
       | The amount of comments comparing POV-Ray to Blender is really
       | puzzling to me. The comparison is apples to oranges.
       | 
       | In fact you could (and probably still can) use POV-Ray to render
       | your Blender scene. Blender is not a renderer - it just ships
       | with some integrated ones and integrations for various external
       | ones.
        
       | philote wrote:
       | I was just telling my son about POV-Ray yesterday, since he's
       | starting to learn to use Blender and I dabbled with POV-Ray as a
       | teen. I'm quite impressed that it's still being actively
       | developed 30 years later.
        
       | ttul wrote:
       | Hi got into ray tracing back in the early 1990s as a teenager.
       | The community back then was very small and we all had
       | ridiculously horrible computers. But it was still a lot of fun
       | and I remember doing cool things such as adding a fog command to
       | the ray tracer, which taught me a lot about programming.
       | 
       | For some reason, it's just really captivating to build a scene
       | using declarative code, rather than doing so visually in an
       | editor like Blender.
        
         | m-p-3 wrote:
         | On a side note, you can basically do the same thing in 2D with
         | the SVG format, and you can even alter the properties
         | programmatically when used within a webpage.
        
       | JJMcJ wrote:
       | POV-Ray has a powerful set of solid geometry operations and is
       | quite good for generating scene descriptions from another program
       | and then invoking PV to render.
       | 
       | Obviously it's command line rather than a visual tool.
        
         | sllabres wrote:
         | There was a nice GUI back then, developed Independent from the
         | POVRAY renderer named "Moray". More surprisingly, there is
         | still a website online for the GUI:
         | 
         | http://www.stmuc.com/moray/
        
       | themodelplumber wrote:
       | I enjoy diving into POV-Ray these days. It's a fun way to get
       | away from GUI-driven work I might do in other 3D software.
       | 
       | One cool thing about the experience of using POV is that you can
       | scroll in one dimension and see the entire organization of
       | elements that will become a sensory window into the imagination.
       | If you can learn the syntax and options, you can effectively
       | break down what would otherwise be many different sets of
       | interfaces and gain an enhanced feeling of accessibility.
       | 
       | If you combine this with an appreciation for abstraction-focused
       | scene modeling, you can reach this point of really amazing
       | emotion where you realize you can create or model _anything_ with
       | the provided tools, as long as you can embrace the need for
       | abstraction as its own sort of user-mindset technology.
       | 
       | The closest analog that comes to mind outside of 3D would be
       | MacPaint, MS Paint, Grafx2...if you've ever seen someone
       | seriously plan their home garden or design a home theater in one
       | of those apps, and then build the damn thing in real life, you
       | may know what I'm talking about.
       | 
       | Outside of that...maybe something like watching a concept
       | designer use a bic crystal pen to sketch out an entire world on
       | newsprint.
       | 
       | With POV-Ray I find myself honing in on something like an
       | intuitive feel for how much abstraction to employ to simply and
       | effectively depict what I want to depict, given any time
       | constraints. It's really cool to reach that point no matter the
       | tool. I'm sure a lot of people feel similar feelings about their
       | favorite programming tools as well.
        
       | bxrxdx wrote:
       | I loved povray when i was a kid. Very cool its still around.
        
       | postit wrote:
       | My computer graphics class used pov ray back in early 2000s. I
       | remember I wrote a Perl script to generate my scenes to avoid
       | typing things manually. I still may have the code somewhere.
        
       | dragontamer wrote:
       | Not to hate on the job done here. But I think most people today
       | (or even back in 2013) could have gotten further with Blender
       | from an artistic perspective.
       | 
       | Blender 2.4 was kind of terrible to use from an animation
       | perspective, but the controls for simple objects / cycles
       | rendering was never really that difficult IMO. The key was having
       | the knowledge to stay on the "nice parts" of Blender.
       | 
       | Blender 2.6 and 3.0 these days have made great strides at being
       | easier to use from an animation and rigging perspective.
       | 
       | ------
       | 
       | The harsh shadow lines could be made easier if you used area-
       | lamps (in Blender) for example. They probably exist in POV-ray,
       | but a 3d GUI to move-and-place these objects around grossly
       | simplifies the effort, compared to placing the objects around
       | with a text-based format like POV-Ray.
        
         | thanatos519 wrote:
         | From an artistic perspective, constraints drive creativity!
        
         | chmod775 wrote:
         | POV-Ray is a renderer. And just that. In fact you could (and
         | probably still can) use POV-Ray to render your Blender scene.
         | 
         | Comparing POV-Ray to Cycles or Octane would make more sense.
        
         | Moru wrote:
         | There were GUI's for POV-Ray too, Moray i used extensibly, and
         | something for the Atari I forgotten what it was called, didn't
         | use it much.
         | 
         | I started with my 8 MHz Atari, each test scene took at least 10
         | minutes for a stamp-size picture and then the sphere was in the
         | wrong place and wasn't visible or the wrong texture. It took me
         | soo long to get the hang of the coordinate system and the
         | language. But fun it was!
         | 
         | I printed the documentation so I could read it while the
         | computer was buzy rendering.
         | 
         | I also wrote a small program for my Atari Falcon that would
         | turn of the graphics chip to give me more rendering speed.
         | Since it was a shared bus it used up something like 25% CPU on
         | full colour.
        
         | repomies69 wrote:
         | The point of povray is that you program the scenes. Maybe
         | something like "25 days of blender python scenes" would be
         | equivalent.
        
         | mschaef wrote:
         | > if you used area-lamps (in Blender) for example. They
         | probably exist in POV-ray,
         | 
         | They do: http://www.povray.org/documentation/view/3.6.2/38/
         | 
         | > a 3d GUI to move-and-place these objects around grossly
         | simplifies the effort, compared to placing the objects around
         | with a text-based format like POV-Ray.
         | 
         | This can depend on what you're doing and what background you
         | bring to the work. ie: Just recently, I've found myself more
         | effective developing 3D print designs using a textual language
         | than via a drag/drop UI. (But I bring a programming background,
         | like to think in abstractions, and was making designs that were
         | quite inorganic...)
        
         | elihu wrote:
         | It's a different experience. POV-Ray is basically a programming
         | language. If you want to generate geometry programmatically
         | there's nothing quite like it. The "programming" features are
         | primitive ("if" statements, loops, eventually they added macros
         | that act like procedure calls...) but the way you describe
         | geometry and textures is actually pretty nice.
         | 
         | POV-Ray is also very old. Turner Whitted's recursive ray
         | tracing paper is from 1979. POV-Ray was released in 1991, but
         | was based on an earlier raytracer called DKBTrace that was
         | written sometime in the 80's. Blender is more modern and isn't
         | built around the limitations of what was feasible to render in
         | a reasonable amount of time on the computers of the 80's and
         | 90's.
        
         | amock wrote:
         | I think POV-Ray was probably more impressive in 2000 than 2013,
         | but even today I like the method of creating graphics via text
         | rather than a GUI. That's probably because I'm a programmer
         | rather than an artist, but it's why I still think fondly of
         | POV-Ray even though it really has been surpassed in almost
         | every way by Blender.
        
           | dragontamer wrote:
           | The text-based format is certainly superior for a programmer,
           | who can write a script to output POV-Ray data.
           | 
           | Blender of course has a Python API, but the text for POV-Ray
           | is almost certainly easier to think and use. After all,
           | Python's "print" statement is just easier to use than going
           | into Blender docs wondering what bpy.context.blend_data is
           | exactly.
           | 
           | ------
           | 
           | That's probably POV-Ray's biggest feature. It is truly a
           | domain-specific language for describing 3d worlds and
           | objects.
        
       | pjmlp wrote:
       | Interesting it is still around, I knew a couple of people during
       | the 1990's that were deep into it.
       | 
       | Alongside using Enlightenment as their window manager.
       | 
       | It was always cool to check their desktops.
        
         | quitit wrote:
         | Unrelated but might trigger a few memories on here: I managed
         | to get a copy of povray on one of those freeware cd-roms that
         | computer stores often sold for a few dollars (since the
         | internet wasn't a thing yet and getting it from compuserve was
         | tricky). I think I sunk years of my life rendering beginners
         | geometry, all the usuals: snowmen (spheres!), tables of still
         | life geometry, basic animal characters and lots of snow scenes
         | or rippling water sunsets (povray was particularly good for
         | these.)
        
           | kingcharles wrote:
           | That's probably where I got it from too, as I used it pre-
           | Internet.
           | 
           | It's funny to think I had to leave my 286 on all night to get
           | a single 320x200 render like those in OP's link. Now you can
           | render scenes like that in realtime.
        
       | the_cat_kittles wrote:
       | i made this using pov ray https://youtu.be/E6RGjxUOI68
       | 
       | i like using code instead of a gui for some 3d stuff
        
         | seligman99 wrote:
         | Since we're showing things off, I made this in POV-Ray
         | https://youtu.be/KU7V3UkRNy0
         | 
         | I actually made it several years ago, probably around 2007, I
         | only re-rendered it and uploaded it to YouTube recently. I
         | always felt there was a rather painful skill ceiling in POV-
         | Ray. Sure, people have done some really amazing things with it,
         | but going from something fairly simple like this to something
         | really impressive required a level of magic and time I could
         | never get out of POV-Ray.
        
           | kingcharles wrote:
           | Great choice of music. From the album "Music to Moog By".
        
         | sampo wrote:
         | Do you need/want the bars of the 3d bar chart to cast shadows?
         | You can turn the shadows off, too.
        
       | alkonaut wrote:
       | Renderings look a bit dated, like Whitted style forward-only Ray
       | tracing used in its infancy.
        
       | baldgeek wrote:
       | any similiar tutorial series like this for Blender?
        
       | gorgoiler wrote:
       | Happy memories. I grew up with POVRAY.EXE in the 90s.
       | 
       | I had no idea, back then, just how much impact the process of
       | thinking in CSG would have on my nascent mind.
       | 
       | A truly great piece of software for a wain cutting their teeth
       | with math and programmatic construction.
        
       ___________________________________________________________________
       (page generated 2021-12-10 23:00 UTC)