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POV-Ray - Tips
12-11-2012, 01:46 AM (This post was last modified: 12-11-2012 02:50 AM by micheus.)
Post: #1
Information POV-Ray - Tips
I'll share some items I have "discovered" by playing with POV-Ray tha can be useful for someone else:
  • the object Ambient light used by Wings is not exported to POV-Ray (see next item);
  • the value of parameter global_settings->ambient_light in the .pov file comes from POV-Ray exporter dialog -> Emissive Filter;
  • in case you has noticed that the value of the property ambient (from material) has no effect in the final result, take a look at .pov file and check if its value is 0 (wings default value is 1). If we want that value be exported is necessary to uncheck the field Use material Emit for POV-Ray Ambient in Edit -> Plug-in Preferences -> POV-Ray;
  • wings and POV lights equivalence: spot = spotlight or cylinder; area = area_light; infinite = parallel; pointer = "generic";
  • there is the possibility to set a light for not produce shadows by using shadowless property; (but, we need to hack the .pov file. This option is not present in the light object in Wings - I want add some new features not implemented yet)
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12-11-2012, 02:51 AM (This post was last modified: 12-12-2012 12:49 AM by micheus.)
Post: #2
Image Plane without light influence
An example about how to use an image plane without get any light influence. (download)
Basically we need to set these properties below in the Material dialog:
  • Ambient = 1.0
  • Diffuse = 0.0
  • Specular = 0.0
and using the information in the 2nd and 3rd item above (global_settings->ambient_light = <1,1,1> //white)

I did some tests with some varying of values. For all of them the values for Image Plane (with UV-map) was as follow:
Code:
texture {
...
     finish {
         ambient rgb <1.000000, 1.000000, 1.000000>
         diffuse 0.000000
         brilliance 0.000000
         metallic 0.000000
         specular 0.000000
         roughness 0.000000
     }
}

Light test 1
global_settings: ambient_light <1, 1, 1>

Pink sphere
Code:
texture {
...
      finish {
        ambient rgb <0.000000, 0.000000, 0.000000>
        diffuse 1.000000
        brilliance 1.000000
        metallic 0.000000
        specular 0.8
        roughness 0.000000
      }
}

Metalic sphere
Code:
texture {
...
      finish {
        ambient 0
        diffuse 0.5
        phong 1
        phong_size 100
        reflection 0.25
      }
}

Floor
Code:
texture {
...
      finish {
        ambient 0
        diffuse 0.4
        phong 1
        phong_size 100
        reflection 0.25
      }
}



Light test 2
All parameters preserved, but Ambient became to contribute with 10% in the objects colors.

Pink sphere
Code:
ambient rgb <0.100000, 0.100000, 0.100000>

Metallic sphere
Code:
ambient 0.1

Floor
Code:
ambient 0.1
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12-11-2012, 06:17 AM (This post was last modified: 12-20-2012 06:55 AM by micheus.)
Post: #3
Image Plane without light influence
Light test 3
global_settings: ambient_light <0, 0, 0>

Pink sphere
Code:
ambient rgb <0.000000, 0.000000, 0.000000>

Metalic sphere
Code:
ambient 0

Floor
Code:
ambient 0
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12-12-2012, 12:53 AM (This post was last modified: 12-20-2012 06:55 AM by micheus.)
Post: #4
Image Plane without light influence
Now all mixed and using global_settings - ambient_light set to white:

The material settings of the left image Ambient was set to 1 and for the right one it was set to 0. (the spheres and floor has its Ambient set to 0.2 and 0.4, respectively)
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12-26-2012, 08:52 PM
Post: #5
Extending power of the plugin - 1
Pov-ray has a huge amount of free objects as "include files" (= instances / reference objects). This is an easy way to add objects at render time, without adding to the modelling load.

[I'm assuming you know the basics of editing with Pov-ray Smile]

Here's an example.



Initial rendering in Pov-ray of a simple house with "placeholder" objects (red circles.) These are simple objects only used to get the "centers" to place trees in Pov-ray. The "trees" are renamed tree_1, tree_2 etc.



Fire up Pov-ray editor and search for "tree_1" (exported as w0_4_tree_1)... Copy the "position" of <x, y, z>

Here I've "inserted" a palm from Lohmueller's Ready-made Object Collection. Then I pasted the previous position to the "translate <>" field. Repeated 4 more times for the other "trees"...

A few more tweaks to the size, rotation etc...
.


And there you are. Pov-ray has a lot more to offer than my limited talent can show. Try it Biggrin
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04-23-2015, 03:32 AM
Post: #6
Enabling Caustics...
To get caustics in POV-Ray, besides to enable Photons for lights and the desired material, you may need to increase the Photons Count in the export dialog as shown bellow:

An other thing you may need to change is the material shine. Very polished material can't be set in Wings3d. Even you set Shiness to 1.0 the exporter will set the roughness parameter to 1.010000. In order to get a very polished material you need to change this value to something like roughness 0.010000 and the result you see in the image bellow - the light shine in the glass is smallest compared with the previous one that are looking like plastic:

My Wings3D Collection at G+
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