CompuServe Thread

#POVRay vs ADESK 3D-Stud

13 messages in this thread
#20465From: Peter SingerApr 25, 1993 4:08 AM
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. There are 3 Replies. Read action !
#20536From: Bill PulverApr 25, 1993 7:14 PM
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 There are 2 Replies. Read action !
#20604From: AlexApr 26, 1993 9:11 AM
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. There is 1 Reply. Read action !
#20682From: Bill PulverApr 26, 1993 7:32 PM
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 There is 1 Reply. Read action !
#20738From: AlexApr 27, 1993 8:00 AM
Perfect! Thank you very much Alex K. Read action !
#20635From: Peter SingerApr 26, 1993 2:27 PM
OK, most things you listed I've known! But: what's the difference between raytracing and rendering????? tnx, PSi. There are 2 Replies. Read action !
#20686From: Bill PulverApr 26, 1993 7:32 PM
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 There is 1 Reply. Read action !
#20766From: Peter SingerApr 27, 1993 12:13 PM
Tnx for your enormous <g> reply! PSi. Read action !
#20751From: Dan FarmerApr 27, 1993 10:58 AM
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.) There is 1 Reply. Read action !
#20813From: Eric BarishApr 27, 1993 7:55 PM
>>"cheaper" Just say that "cheaper" simply means less time (time=money), and equal in all other respects(*NOT!*). There is 1 Reply. Read action !
#20840From: Dan FarmerApr 27, 1993 11:42 PM
Thanks for the support there, Eric. Actually, I could hear Xander saying "CHEAPER! HAVE YOU TRIED WRITING A ZBUFFER RENDERER?!?" <g> -Dan Read action !
#20537From: Chris YoungApr 25, 1993 7:58 PM
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. Read action !
#20895From: Erkki Sondergaard/DANISCApr 28, 1993 4:57 PM
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 Read action !