POV-Ray 3.7

POV-Ray is an SDL based (Scene Description Language) render engine with a long history that makes it very stable and feature rich. The latest version of POV-Ray 3.7 can be found at the project site.

Características

Algumas das principais características do exporter incluem:

  • Importação e exportação de Geometria com seus modifiers, keyed e animação física

  • Add POV-Ray specific non-mesh primitives (never show tessellation)

  • Instances

  • Hair particles

  • Smoke simulations

  • Atmospheric media (volume fog)

  • HDRI environment mapping

  • Aperture depth of field

  • Material properties such as filtering, emission, translucency, subsurface scattering, glass fog (tinted absorption), blurry/glossy reflections…

  • Procedural textures (emulated from Blender and POV-Ray native)

  • Image textures

  • Texture influence channels: Alpha, Diffuse, Bump, Specular, Mirror (uses same channel as specular)

  • Global illumination: Radiosity (indirect lighting), photons caustics (reflect/refract), mesh lights

  • Custom POV-Ray code input giving access to any POV-Ray feature not supported by the exporter.

POV-Ray 3.7 features

Volumetrics and media (scattering/absorption), blurry reflections (uberPOV), ghosting for motion blur (uberPOV), micropolygon displacement (HGPOV), etc.

Ativação

  • Of course, don’t forget to download and install POV-Ray itself!

  • Open Blender and go to Preferences then the Add-ons tab.

  • Click Render then POV-3.7 to enable the script.

Usage

Início Rápido

  1. Choose POV-Ray 3.7 from render engine selector. Then you can render as usual with the Render button.

  2. The image will be rendered according to parameters set in the Properties.

Main global render settings for instance can be changed in the Render tab. But there are also properties for environment, material (textures), object, etc. all accessible in other tabs depending on the selected object (geometry, camera, light…).

POV-Ray Branches

Below is a comparison of some features of the two engines available to this exporter:

Feature/Engine/Support

POV-Ray

UberPOV

Full Spectral Resolution

✓ (under development)

Supersampling

Alpha Mapping

Mapa de relevos

Mapeamento das normais

Mapa de deslocamento

Desfoque de movimento

Subsurface Scattering (SSS)

Volumetric Scattering (Medium)

Blurred Reflections

✓ (very tricky)

Clay Render

Depth of Field

Material Layering

Thin Film Coating

Dispersão

Anisotropy

Thin Film Interference

Complex IOR Files

Coating Thickness Absorption

Custom Reflectance 90

Custom Fresnel Curve

✓ (tricky)

✓ (tricky)

Sigma Texture

Sun-Pool Caustics

Oclusão ambiente

✗ (tricky)

✓ (under development)

Alteração de lentes

Diaphragm Circular/Polygonal

Per-Object Texture Coordinates

Texture Projection Modes

Front/Camera Mapping

✓ (tricky)

✓ (tricky)

Multiple UV Channels

Texture Tone Mapping

✓ (tricky)

✓ (tricky)

Procedural Textures

Texture Layering

Synthesis Texture Layering

Point Lighting

Mesh Lighting

Image-based Lighting

Physical Sun/Sky

✓ (tricky)

✓ (tricky)

HDRI Support

IES Texture Support

Instance Support

Resume/Merge Render

Interactive Render

Vignetting / Bloom / Glare (Post)

✓ (tricky)

✓ (tricky)

Camera Response Function (CRF) (Post)

Color Balance (Post)

Multithreading

Region Rendering

Passive Emitter

Invisible Emitter

Invisible Object

Shadowless Object

Shadowless Point Lights

Bucket Rendering

Exported UI Properties

Render Properties

Radiosidade

No POV-Ray, «Radiosity» é a interreflexão difusa que nada tem a ver com a radiosity baseada em vertex color. Na verdade, é mais semelhante à captação de amostras de radiação e fornece uma luz indireta sem ruído.

Alguns presets para a radiosidade estão incluídas, seus nomes e configurações são os do rad_def incluem arquivo enviado com o POV-Ray, eles configuram as propriedades para que você não precise incluir o rad_def.inc` no arquivo pov- exportado, é um dos muitos exemplos do que uma interface como o Blender pode trazer para todos os usuários do POV-Ray que não estão acostumados a ter uma.

Veja também

More details on POV-Ray Wiki.

Anti-Aliasing

São suportados três métodos de amostragem:

  • Non-recursive

  • Recursive

  • Stochastic (Monte Carlo) Disponível apenas para UberPOV.

Sampling Depth

Os valores devem ser compreendidos entre 1 e 9. Valores mais altos aumentam o tempo de renderização e podem até fazer surgir algum desfoque indesejado.

Anti-Alias Threshold

No método simples e non-recursive, o POV-Ray traça inicialmente um raio por pixel. Se a cor de um pixel difere de seus vizinhos (à esquerda ou acima) pelo menos pelo valor limite definido, então o pixel é testado mais vezes através do lançamento de um determinado número fixo de raios adicionais. O limite padrão é 0.3 mas pode ser alterado utilizando esta opção Antialias_Threshold=n.n`.

Veja também

More details on POV-Ray Wiki.

Dica

Profundidade de Campo Sem Anti-Aliasing

O uso de anti-aliasing quando a profundidade de campo da câmera está ligada acelerará a renderização e muitas vezes fornecerá imagens decentes o suficiente.

Bounding Method

Também chamado de aceleração, é definido pelo exportador como BSP (Binary Space Partitioning) automático, pois é geralmente o mais eficiente (POV-Ray 3.7 apenas), mas outros métodos de aceleração estão disponíveis no POV-Ray.

Veja também

More details on POV-Ray Wiki.

Command Line Switches

Alguns argumentos de linha de comando podem ser passados para o POV-Ray. Os argumentos são separados por espaços. As chaves de linha de comando consistem de um sinal `/ (Slash), + (mais) ou - (menos), seguido por um ou mais caracteres alfabéticos e possivelmente um valor numérico.

Veja também

More details on POV-Ray Wiki.

Some Commonly Used Commands:

-D: Hide image while rendering

Use this command line switch to not show the rendered image in POV-Ray (slightly faster and lighter on memory). The image will be sent back to Blender after completion (on Linux this is a hidden default switch to avoid OS-specific editor problems).

+WT: Limit the number of threads used

Limits POV-Ray to using only one single render thread. (Likewise, +WT2 would instruct POV-Ray to use two render threads.)

+C: Continue an interrupted render

For «Continue trace» is able to recover the point at which your last render stopped and continue it from there (even if you switched off your computer).

/EXIT: Close POV-Ray after rendering the image

There is an option in POV-Ray for Windows interface to do the same: The «On Completion» option to «Exit POV-Ray for Windows» (in the Render menu).

Dica

Fast Preview Renders

When first setting up your scene, and for fast preview rendering, turn off anti-aliasing, depth of field, photons, Radiosity, expensive material features, and in the scene Shading panel, turn off shadows. (Other features might get turned off from this panel in future versions of the exporter.)

Alternatively, use the Quality command line switches +q1 to +q11. These allow you to easily disable most of the CPU-intensive features.

Formatting

The exported POV-Ray file can be customized:

  • Different indentation characters to choose from.

  • Option to add comments to POV-Ray file.

  • Option to write long lists of coordinates in one line for easier browsing of the pov-file (and slightly faster parsing by the renderer).

Propriedades da cena

Gerenciamento de cores

sRGB is supposed to be always used currently.

World Properties

Background

Blender World gets exported:

  • As POV-Ray background{} if flat colored.

  • Using Blender’s Blend Sky options triggers its export as a POV-Ray sky_sphere{}.

(Sky texture currently appears a little different because of its mapping).

Atmospheric Media

(To create volume lights):

  • Number of samples for media calculation

  • Atmospheric media color

Object Properties

Importance Sampling

It is a priority value between 0 and 1 that can be set per object in the Object properties tab for Radiosity to cast more rays at objects that require them most. Touch this rather carefully when trying to improve render times.

Data Properties

The script exports sky, lights, hair particles, smoke, fluids, meshes, blobs (metaballs).

Câmera

Depth of Field

It has to be enabled for below property to act:

The focal point of depth of field is based on Blender UI Distance field, or Object field.

Aperture

Sets the blur amount (increase to get more).

Perturbation

Normal map for camera plane, native POV procedural patterns can be used with variable:

  • Strength

  • Turbulência

  • Scale

Lights

No Shadows toggle button can be used to deactivate tracing of shadows for specific lights only.

Dica

For Realistic Light Attenuation

Use Inverse square falloff, and a small falloff distance value with a higher light intensity will give the best results with POV-Ray’s implementation of inverse square law. See this discussion.

Fumaça

A DF3-file (POV-Ray voxel format) is exported and used with a POV-Ray media container with the same dimension and resolution as Blender smoke domain.

Hair

A union of POV-Ray sphere_sweep is exported and used for each strand. They can take the color of a texture applied to emitting object, and shape of sphere sweep tries to emulate shape of strands.

Material Properties

Emissão

Dica

Mesh Lights

When used together with Radiosity, the Emit property will allow you to create light bulbs or any luminous form that really illuminates other objects.

SSS / SSLT

Note that SSS in POV-Ray (called SSLT) is very sensitive and will give different results if the mesh normals are smooth shaded or flat.

Translucency

Illumination from the back of a surface.

Veja também

More details on POV-Ray Wiki.

IOR Mirror

This option is for using one consistent IOR for ray-traced reflection and refraction and not breaking the law of conservation of energy between the two.

Iridescence

(Newton’s thin film coating.)

Caustics

  • Chromatic dispersion for refractive caustics

  • Fast fake caustics (somewhat like Blender Ray Transparency)

  • Refractive caustics using photons

  • Reflective caustics using photons (high IOR or no mirror IOR for easier effect.)

Dica

Faster Photons

To set up some caustics, try moving from the smallest photon depth value to a minimum at which you start to see the effect you are after. Check off the Receive Photons object property for any object that does not really need it. (A glass object casting caustics often doesn’t need to receive any itself.) Then you can balance other parameters to tune photons distribution and smoothing (gathering). Don’t set the global spacing too fine in scene settings, because then you can still make it finer on each object using its spacing multiplier. If your system has several threads, they can be used in the photons stage: one thread per light, so you can then make your scene lighting more complex without overhead.

Sombreadores

Emulation is attempted from Blender for:

  • Specular and diffuse toon (no edges yet)

  • Phong and Cook Torrance (both the same)

  • Blinn (not perfectly matched)

  • Ward isotropic

  • Fresnel and Minnaert, started but not finished yet

Dica

Glass Like Materials

When trying to achieve some glass like material, keep low diffuse value, dark or totally black to avoid a dull surface and keep a clear transparency.

Texture Properties

UV Coordinates

Best with planar projection for now. (Silvio Falcinelli)

Texture Channels

Texture influences currently exported are: Alpha, Diffuse, Bump, Specular, Mirror (uses same channel as specular). (No other channel because of POV-Ray non-uniform syntax for them.)

Custom Gamma

For image textures (read POV-Ray 3.7 docs before using since it generally needs not be used).

Veja também

More details on POV-Ray Wiki.

Custom POV Code

POV-Ray files are not just pure data files (unlike with most other renderers). They are programs, with loops, functions, etc. This means that no matter how many features this exporter could support, POV-Ray will always have much more under the hood.

Video Tutorial

Here is a demonstration of the exporter by SMcA. This video is currently being worked on and may get replaced in the future.

Step by Step

You can add custom POV code directly in Blender’s Text editor, all you have to do is to make sure this POV code has directly or indirectly a #declare keyword, followed by the name of your choice and the POV item you want to use. (Current POV syntax is closer to C than Python, so anything that follows two slash character (//) is a comment.)

Adding POV Code Directly

POV items can be anything but for now only the equivalent of Blender materials can be replaced with this method. In POV-Ray, it is called texture {} don’t get confused, it really includes all the material properties.

Though you can directly specify a texture {} block in POV-Ray files, the #declare directive allows to assign it to a variable and reuse it more easily. The exporter makes use of this feature by default, so you won’t be able to use your custom texture, unless you declare it. Here is an example:

#declare MyTexture =
texture{
    pigment{
        brick color rgb< 0.99, 0.99, 0.99>  // color mortar
        color rgb< 0.75, 0.5, 0.30>*0.75  // color brick
        brick_size <0.25, 0.0525, 0.125> // format in X, Y and Z-direction
        mortar 0.01                      // size of the mortar
        scale 3
    } // end of pigment
    normal {wrinkles 0.75 scale 0.01}
    finish {ambient 0.15 diffuse 0.95 phong 0.2}
    rotate<0,0,0>  translate< 0.01, 0.00, 0.00>
} // end of texture
  1. Open the Text editor’s Sidebar.

  2. In the text view properties option, you can chose to render 3D View and/or text. Enable Both.

  3. Syntax highlight detects pov/inc/mcr/ini extensions.

  4. Some complete POV-Ray scenes are available to Templates header menu.

  5. And an Insert menu to add just some POV code snippets at cursor’s location.

  6. Then you have to go into the material properties to the Custom POV Code field, and just type in the name of your declared item to use: «MyTexture» in the example given. Then you can render your image normally and the material will be replaced.

Blender and POV-Ray do not have the same coordinates systems: POV is Y up while Blender is Z up, so it is to be expected that text generated content is not turned the same as exported UI items since the exporter adds a transform matrix to all exported entities. So if you want to specify orientations more intuitively by looking at the interface, some transforms have to be specified at the end of your custom blocks, for instance as follows:

scale <-1, 1, 1>
rotate <90, 0, -90>
}

Adding POV Code from Include Files

In any POV-Ray scene you can use the #include directive to add items from an external POV-Ray file. It’s like the import function in Python. The files to be included have .inc as their name extension. Then in the replacement field, you can type in any of the declared names available in the include file. «Out of the box», POV-Ray ships with a lot of include files. So you can use them for your textures, but you can also use them for some of their elements. For instance a very often used include file is one that allows to call colors by their names instead of numbers called colors.inc, so the previous example could also be written:

#include "colors.inc"
#declare MyTexture =
texture{
    pigment{
        brick color White*0.99  // color mortar
        color rgb< 0.75, 0.5, 0.30>*0.75  // color brick
        brick_size <0.25, 0.0525, 0.125> // format in x, y and z- direction
        mortar 0.01                      // size of the mortar
        scale 3
    } // end of pigment
    normal {wrinkles 0.75 scale 0.01}
    finish {ambient 0.15 diffuse 0.95 phong 0.2}
    rotate<0,0,0>  translate< 0.01, 0.00, 0.00>
} // end of texture

Some other POV-Ray specific objects are also available: In POV-Ray a triangle mesh is just one primitive among many. You can explore the POV-Ray language by modifying the output file and with the same method, add these primitives by hand, or you can just pick some from the Add menu.

POV-Ray Primitives

The Add menu in the 3D Viewport allows you to add POV-Ray specific objects in addition to native Blender objects.

They are mathematically defined shapes as opposed to meshes. The sphere, torus, cylinder or cone side will always be round and smooth when rendered, no matter how close you get, and regardless of their appearance in the 3D Viewport, which is only a proxy.

These objects are the type of objects that get created when you import a POV-Ray file, so that ideally, you could «exchange» data back and forth between POV-Ray and Blender.

Infinite Plane

The rendered plane is actually infinite, but represented by a proxy in the 3D Viewport, which is just very big, but still finite. Please report if you would rather have a different default scale.

Veja também

More details on POV-Ray Wiki.

Caixa

Based on a mesh cube the object can be transformed using move/rotate/scale

Veja também

More details on POV-Ray Wiki.

Esfera

The sphere has a radius parameter, a location and a scale.

Veja também

More details on POV-Ray Wiki.

Cilindro

In POV-Ray, cylinders are defined by radius, base point and end point. For convenience, move/rotate/scale can be used to the same effect.

Veja também

More details on POV-Ray Wiki.

Cone

Cones have a basis radius and end radius.

Veja também

More details on POV-Ray Wiki.

Objeto toroidal

Torus has a main radius and a section radius.

Veja também

More details on POV-Ray Wiki.

Parametric

This is a surface generated from the combination of three mathematical equations.

Veja também

More details on POV-Ray Wiki.

Rainbow

The rainbow is a view dependent effect.

Veja também

More details on POV-Ray Wiki.

Lathe

This object behaves like the Blender Screw modifier to create surfaces by revolving a spline except instead of being tessellated beforehand, it follows the mathematical curvature of the spline so you won’t see any polygons no matter how close you zoom.

Veja também

More details on POV-Ray Wiki.

Prism

This is a POV-Ray primitive that simply extrudes a shape.

Veja também

More details on POV-Ray Wiki.

Superquadric Ellipsoid

A quite versatile tool that can provide quick models for cushion or star shaped objects.

Veja também

More details on POV-Ray Wiki.

Height Field

This is a displacement of a surface following a texture. Tessellation also happens at render time, so you don’t need to subdivide anything before.

Veja também

More details on POV-Ray Wiki.

Sphere Sweep

This POV-Ray primitive sweeps a sphere a long as spline to create an interpolated form that can have variations of radius along the spline. It is also used to export hair strands.

Veja também

More details on POV-Ray Wiki.

Blob Sphere

Like Blender metaballs.

Veja também

More details on POV-Ray Wiki.

Isosurfaces

In POV-Ray isosurfaces are objects that can combine and be deformed using pigments or equations.

Veja também

More details on POV-Ray Wiki.

Isosurface Box

Um componente isosurface em forma de caixa.

Isosurface Sphere

Uma isosurface em forma de esfera.

Supertorus

Uma isosurface em forma torus com parâmetros deformadores equivalentes aos do superellipsoid.

Parameters (POV-Ray names):

MajorRadius, MinorRadius

Base radii for the torus.

MajorControl, MinorControl

Controls for the roundness of the supertorus. Use numbers in the range [0, 1].

Accuracy

O parâmetro de precisão.

MaxGradient

The max_gradient parameter.

Macro Based Primitives

Duas primitives são na verdade macros que geram uma malha a partir de curvas antes de renderizar:

  • Polygon to Circle Blending

  • Loft

Importing POV-Ray Files

  1. From the same Add menu, you can also import POV-Ray files.

  2. Or otherwise, clicking File ‣ Import from the Topbar menu.

  3. You can then select one or several files.

Reference

Categoria

Render

Descrição

POV-Ray 3.7 integration for Blender.

Localização

Render ‣ Engine ‣ POV-Ray 3.7

Arquivo

render_povray folder

Autor

Campbell Barton, Maurice Raybaud, Leonid Desyatkov, Bastien Montagne, Constantin Rahn, Silvio Falcinelli

License

GPL

Nota

Este add-on é fornecido com o Blender.