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#povray

1 post1 participant0 posts today

Last week I found one of my 3D renders from when I was a teenager, posted by an account that reposts “old school 3D”… which sure did also make *me* feel old.

But it did inspire me to dig out some old files, install POV-Ray and start making some abstracts. I still find procedural raytracing a lot of fun because it appeals to the programming side of me. I think I’ll probably get back into this again.

Only a bit of the syntax has changed, too.

Ⓢⓟⓗⓔⓡⓘⓒⓐⓛ h ₑ ᵢ g ₕ ₜ f ᵢ ₑ ₗ d ₛ … #𝙒𝙄𝙋, by 𝗠𝗮𝗲𝘁𝗲𝘀
"…𝘐 𝘱𝘶𝘵 𝘢 𝘩𝘦𝘪𝘨𝘩𝘵 𝘮𝘢𝘱 (#𝘋𝘌𝘔) 𝘰𝘧 𝘵𝘩𝘦 𝘮𝘰𝘰𝘯 𝘢𝘳𝘰𝘶𝘯𝘥 𝘢 𝘴𝘱𝘩𝘦𝘳𝘦, 𝘣𝘢𝘴𝘦𝘥 𝘰𝘯 𝘵𝘩𝘦𝘴𝘦 𝘧𝘰𝘳𝘶𝘮
𝘱𝘰𝘴𝘵𝘴... #𝙿𝙾𝚅-𝚁𝚊𝚢 𝙸𝚜𝚘𝚜𝚞𝚛𝚏𝚊𝚌𝚎 𝚌𝚘𝚍𝚎 – 𝘯𝘰 𝘵𝘳𝘪𝘢𝘯𝘨𝘭𝘦𝘴. (news.povray.org/povray.advance)"
#ポヴエイブル
#ポヴレイ
#POVaBle
#Art
#DigitalArt
#Creative
#3dart
#cgi
#ConceptArt
#NoAI
#render
#Tutorial
#spaceart
#WIPWednesday
#POVRay

Replied to POVαBle

@povable My workflow:

I use rule-based generators that transform a domain specific language into another programming language. For example, into the SDL of Pov-Ray.

One example is the Grow project, for which I still need to create a POV-Ray export template.
gitlab.com/metagrowing/grow/-/

An old example is the Kandid project.
kandid.sourceforge.net/gal_pov

The syntax highlighting in Kate is enough for me to view the generated source code.
I have Blender 4.1 with the POV-Ray addon.
1/2

GitLabdoc/grow_intro.pdf · master · Thomas Jourdan / grow · GitLabA generator for complex geometry. Used in conjunction with Blender or OpenVDB. Based on Clojure and Stringtemplate. Experimental code. Please do not use in production projects.
Replied to tTh

@tth Ok, je me lance...

Un petit truc sympa avec #povray et ce qu'on peut faire avec la directive #macro :

#declare Rng1 = seed(1337);
#macro Bubble ()
sphere {
	0, 0.10
	#if ( rand(Rng1) < 0.5 )	pigment { color Cyan }
	#else				pigment { color Magenta }
	#end
	}
#end
#macro Un_Machin ()
union	{
	#for (Y, -8, 8, 2)
	    object { Bubble() translate y*Y*0.1 }
	#end
	}
#end
#declare Les_Machins = object
{
union	{
	#for (X, -7, 7)
	    object { Un_Machin() translate x*X*0.6 }
	#end
	}
}
object { Les_Machins }

https://git.tetalab.org/tTh/HexaCone/commit/2ed567a33ca481a08b20384321b94ce1c121bbf0

Continued thread

@Blender @inkscape @godotengine

And now we also have d4 dices. Generalizations are nice. Provided a mesh, a function to build a collision shape, and a relation of dice values to orientations you get a new dice shape. I feel coding easier than modeling and drawing 😉 I miss old #povray times. godot-dice-roller 1.2.0 is about to be released.

Continued thread

I discovered Persistence of Vision around 1992. (later switched to Blender)

There are two things i appreciate about POV-ray after all these years.

a) The Screen Description Language

b) The Isosurface Object

Basically, my self-built tools are an attempt to compensate for the lack in Blender.

a) Grow as a limited rule-based Screen Description Language.
gitlab.com/metagrowing/grow

b) The Volume Assembler as a replacement for the Isosurface Object.
gitlab.com/metagrowing/voxel