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- PoV compatibility
-
- Rayce started out as an experiment, and the PoV language seemed simple
- to implement. That's why the syntax looks like PoV so much.
- When I designed it, PoV 2 wasn't out yet, so it's not completely
- compatible. The format is loosely based on PoV1.
-
- I call it semi-PoV compatible. These are (some of) the
- incompatibilities:
-
- [note. I don't use PoV that often anymore, there are probably some
- things which aren't correct]
-
- What Rayce misses:
- - solid texturing
- - bumps
- - serious anti aliasing.
- - "phong" syntax.
- - support for these primitives
- * Heightfield
- * Bezierpatch
- * Cone
- * Poly/Cubic/Quartic (the algebraic {} allows you to do the same, but with a
- better syntax)
- * blob
- - difference (use a intersection with "inverse")
- - alpha color components
-
- Caveats with porting scenes
- - don't use pigment/normal/finish blocks; use pov1 style texture blocks
- - color of texture should be the first with PoV style textures.
- - camera model is slightly different. Use aspect for aspect ratios
- - in pov2, unions are called merges, and composites unions
-
-
- What Rayce has (and PoV doesn't)
- - more flexible texturing for even colors.
- - <a> as vector exp.
- - these primitives
- * extrusions
- * polygons
- * superquadrics
- - ability to manipulate imagemaps with uvswap, uvrange, etc.
- - hierarchic texturing (?)
- - motion blur
- - gloss, translucency
- - light which falls off.
-
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-