#POVRay vs ADESK 3D-Stud
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Hi,
Can anyone explain me what POVRay can do (rendering and raytracing),
what Autodesk 3D-Studio don't can (and vice versa)?
I have friends in one of the 2 Autodesk destributors in Austria. Perhaps I
can make them interested!!
PSi.
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Peter, there is not a whole lot of overlap between them. POV-Ray is a freeware
raytracing package, 3D Studio is a (quite expensive) modeling, animation &
rendering package. POV-Ray uses text files that describe the "world" to be
rendered for input, 3DS has a built in wireframe modeler and can import other
wireframe formats. 3DS is also not a raytracer, it uses various forms of
mapping etc to create images. Raytracing has a distict advantage in the
simulation of refraction, reflection & to a certain extent shadows, it is,
howerver, significantly slower than the 3DS rendering methods. (Raytracing in
general that is, not just POV-Ray…) There are some shareware modelers for
POV-Ray popping up now though so it will get somewhat easier to create images.
Later — Bill
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Hi there Bill:
I've been wondering how I can get a copy of POV-Ray… Can it accept meshes
from 3DStudio and render them with ray tracing? In other words, can I create
the world in 3ds but just have it render in POV?
Thanks
Alex K.
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Alex, POV-Ray is available right here in GraphDev in the POV Sources LIB. If
you have an IBM PC style machine the files you need are POVIBM.ZIP (the program
it's self), POVSCN.ZIP (-lots- of example images) & POVDOC.ZIP (documentation
files). As for importing 3DS files, there is a converter. It's posted here as
3DSPOV.ZIP. It converts 3DS ASCII Dump files to POV-Ray or Vivid format.
Later — Bill
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OK,
most things you listed I've known!
But: what's the difference between raytracing and rendering?????
tnx,
PSi.
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Peter, Hmmmm, that could take volumes. <G> Basicly, Raytracing creates images
by simulating the physics of light. We see something because light leaves a
light source, reflects off of an object (& gets "filtered" in the process) &
enters our eyes. Raytracing works basicly the same way although for practical
considerations the actual calculations are, in most cases, run in reverse. (No
need to calculate rays that dont actualy -enter- the eye) The rays are traced
*from* the eye (camera) *to* the light source. Since the path of the actual ray
is followed *all the way* things such as reflection, refraction shadows & the
way a surface effects the light can be simulated very well. The drawback is you
have to step thru a LOT of points in the scene to test whether, and exactly
where, the ray intersects a surface. (And in the case of reflection/refraction
you need to shoot out more rays for each point on the surface to see what
should appear in -it- from other objects.) (Lots of tests = Long time… <g>)
There are lots of ways of doing rendering similar to the way 3DS does it.
Basicly algorithms are used to calculate shading & color on an object, when
viewed from a particular point, based on the direction, color & intensity of
light sources. This can be done quite quickly since you deal with the objects
directly. They run into problems though when reflection, refraction or shadows
occur. Since the actual path of the light is not followed there is no way to
easily know -what- should reflect in, or show thru, any given object. One trick
for reflection is to place the camera -at- the surface that is going to have
the reflection *on it* in the final image, calculate the scene as "seen" from
there, then take -that- image and map it -onto- the reflecting surface when the
final image is made. 2 steps & not real accurate. You need to make sure the
angles are correct or it "looks wrong" in the final image & the problems are
compounded if the reflecting surface is curved. Raytracing can do it as part of
the overall calculation & can be very accurate, but time consuming as a LOT
more math needs to be done. Refraction is even more of a problem to deal with.
There are several books on these subjects, & everybody is always looking for a
quicker, more realistic way of doing things.
Later — Bill
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Tnx for your enormous <g> reply!
PSi.
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Peter,
Same as the difference between sports and football. <g>
Raytracing is rendering, but rendering is not neccessarily raytracing.
Commonly, though, rendering is usually used in the context of "cheaper"
3D methods. (I know I'm gonna catch flak with that word "cheaper", but
it's the best word that comes to mind right now.)
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>>"cheaper"
Just say that "cheaper" simply means less time (time=money),
and equal in all other respects(*NOT!*).
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Thanks for the support there, Eric. Actually, I could hear Xander saying
"CHEAPER! HAVE YOU TRIED WRITING A ZBUFFER RENDERER?!?" <g>
-Dan
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POV-Ray is free while 3DS costs a couple thousand dollars. POV-Ray has no GUI
or built-in animation support. You describe objects using the POV-Ray
language. POV-Ray is a ray tracer so it does reflection, refraction and
accurate shadows. 3DS is z-buffered polygons and doesn't do ray tracing.
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POV-Ray excells over 3DS when it comes to reflection and refraction, just try
to make some curved glass objects and compare. POV-Ray also does more correct
shadows, 3DS may make them nice and fuzzy but not that correct <g>. 3DS renders
much faster.
Erkki
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