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| Same here. But I took it pretty far. Wrote a primitive keyframe animation program using pascal that would compare two .pov files (generated by Midnight Modeler) and output a file with the differences replaced by a clock variable you would pass when rendering for animation. It was fragile and required you to apply all the transforms you would need to the scene before you started. The order the transformations were applied could also produce unexpected results. It worked best for camera movements.
I used it for a senior year high school project in 1998 to make an animation (that started off as a super hero story and was truncated into a funny commercial when I ran out of time.) I definitely fondly remember the feeling of waking up in the morning to see how the rendering had turned out, it also felt powerful to have my 486DX2 50 hard at work while I rested. Writing the keyframe program definitely felt good, first time I felt like I coded something useful. One frustrating aspect was that the computer could not smoothly animate the resulting videos except in lower resolutions, so the finished product changed resolution depending on the scene. It was eventually all put together in a vhs camcorder. https://youtu.be/80hp5YSp4Co?si=XQqXIdYtHssgoQz3
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| I had a 486dx and it was such a huge upgrade over a 286. I ordered pov-ray from some shareware catalog since I didn't have internet access, and it arrived on 3.5" floppies. |
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| What 386 owner hasn't rendered that sample POV Ray scene with a glass of wine? It made me feel that my beloved computer could do "professional" graphics. |
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| I'm old [and stupid] enough to remember running a floating-point-only raytracer on a non-FP PC using a software-emulated math coprocessor. I think I measured output in *hours per frame*. |
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| yes! I did the same thing, although I never got a 486 and jumped to a amd k6-2 with Blender when it came out. Never had the math co-processor either, although it would have been nice. |
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| In 1991 or 1992 I used POV-Ray on my Atari ST to create some title screens for some home videos. Completely gratuitous marble text infront of a glass ball on top of water type of stuff, which took all night to render, but it was fun, and crucially free. For years I'd looked enviously at Cyber Studio for the Atari ST, with its StereoTek liquid crystal shutter 3D glasses add-on, but it was just too expensive for me at the time.
Then in 1996 or 1997 I thought it would be fun to use it in a professional context at the software company I worked at, making a 3D animated GIF version of one of the product logos which I put on the web site (FWIW it looks like the 3D non-animated version is still visible on the Internet Archive Way Back Machine at https://web.archive.org/web/19971211003918/http://www.sophos... 27 years later). Although no-one had asked for it, I was still in effect getting paid to do something I used to do for fun, which felt good. |
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| Back in the 90's we had to leave our computers running all night, to get nice images out of POV-Ray, this brings back some memories. |
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| We wrote some small tools with Turbo Pascal to generate number of scene files, then rendered these to create small animations. Having a camera move over a reflective chessboard was pretty amazing. |
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| While POV-Ray was a cool project, let's not forget how far we have come with Blender and what a great success for the Free Software movement it represents. |
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| A lot of people do similar with 3D printing now (esp. over COVID to print PPE), so there is a glimmer of this time :) Time to offer a real-world POV-Ray printing service? ;) |
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| Showing my age here but povray is what got me into software engineering. I wrote a raytracer in Pascal + Assembly and then in C and ASM
This was in 1995. |
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| Having to write one for a class in college made me a master of pointers and C. Arrays within arrays rendering to Z buffers and crude matrix operators. Now all built into a nice lib and 3 calls away. |
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| Ah, the memories. First DKB Trace, then the newly renamed POV-Ray.
Left the computer on for hours to get tiny pictures. Adding a 387 was a huge step forward; IIRC approximately a 10x speedup. |
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| It's been a long time since I have looked at POV ray and my knowledge of it is woefully out of date, but does POV ray currently make use of hardware acceleration or is it still CPU bound? |
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| By their FAQ: CPU, FPU, Bus speed, and Memory bound - in decreasing order of relevance.
Will POV-Ray render faster if I buy the latest and fastest 3D videocard?
Does POV-Ray support 3DNow for faster rendering?
https://wiki.povray.org/content/Knowledgebase:Miscellaneous
https://www.povray.org/download/ |
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| POV-Ray itself dates back to the early 90s (and was based on code from the 80s). The FAQ in question was last updated 2013, and the paragraph about graphics cards is probably older than that. |
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| I remember being in college in the 90s when the school got a bunch of new HP workstations for the lab.
perl + povray + rsh = distributed rendering! |
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| DKBTrace and POV-Ray were my introduction to CGI.
Open source meant it was possible for an Average Person with No Budget to do CGI animations and stills. |
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| Nothing, except it's thousands (literally) of times slower than alternatives because it uses primitives instead of meshes and therefore doesn't lend itself well to GPU parallelization |
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| I spent a lot of time with POV-Ray. Back in ~1992 I had the IBM C++ Compiler for OS/2 and spent a day or so tweaking the source to get it to compile. Fun times. |
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| I spent so many hours with POV-Ray when I was younger, rendering LEGO models I had made with MLCAD.
Some of those renders even found their way into a project I did in school for CAD class. |
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| > We still haven't found a better resource allocation model than pricing.
There are many different models. Look at Elinor Ostrom's work, or projects using participatory budgeting. |
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| Also the high-quality amateur scientist webpages. e.g. measurements on radiation heat loss to the sky when camping.
OTOH... we now have sci-hub.se with high-quality professional scientist papers. |
I began with simple spheres and cubes and gradually progressed to more intricate shapes and textures. Here are the results:
https://github.com/susam/pov25
The source code is in the "src/" directory. The rendered images are included in the README (scroll down to see them). I hope you like them!