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- *FREQUENTLY ASKED QUESTIONS ABOUT POV-RAY*
-
- ******************************************************************************
-
- This is a collection of frequently asked questions and their answers taken
- directly from messages posted in the Graphic Developer's Forum on
- Compuserve. Special thanks go to the following people for their
- answers and contributions to this file: Dan Farmer, Dan Richardson, Sam J.
- Bowling, Robert A. Mickelsen, Steve Anger, Alphonso Hermida, Bill Pulver, Lutz
- Kretzschmar, Douglas Otwell, Rob Bryerton, and Mike Miller.
-
- ******************************************************************************
-
- NOTE:
- This version of the FAQ is heavily biased towards the CompuServe user of the
- IBM PC version of POV-Ray. Hopefully later revisions will remove some
- of this bias, but at present time, that is the largest audience.
-
- ******************************************************************************
-
- QUESTIONS ANSWERED IN THIS DOCUMENT:
-
- Section 1: The Basics
-
- 1.1 Where can I get the shareware raytracer POV-Ray?
- 1.2 I don't seem to be able to unzip the zipped file I just downloaded!
- 1.3 How does the POV-Ray tracer work? What goes on internally?
- 1.4 Can you recommend any good books on POV-Ray?
- 1.5 I've compiled a version of POV-Ray for the [fill in the blank] processor
- and I'd like to share it with the world.
- 1.6 Do I need a math co-processor to run POV-Ray?
- 1.7 I want to render the sample file SIMPLE.POV, but I cannot find it!
- 1.8 When I try to render my image, I get an error message "can't find
- colors.inc". What does this mean?
- 1.9 What program do I need to convert the .tga file to .gif?
- 1.10 How can I render files written in 1.0 syntax with 2.2?
- 1.11 Why do some scenes take so long to render?
- 1.12 I keep getting an "out of memory" message. What do I do?
- 1.13 How do you set up the POV-Ray command line using a batchfile?
-
- Section 2: Tips and Secrets
-
- 2.1 How can I map an image to an object without a lot of trial and error?
- 2.2 What's the best technique to map a gif image onto a complex figure?
- 2.3 How can I create text objects in POV-Ray?
- 2.4 How can I create a grid to help me with modeling and calculating
- translations?
- 2.5 What method do the top ray-tracers use to create textures?
- 2.6 What is Mike Miller's secret to his amazing images?
- 2.7 My quartic shapes don't render right. What's going on?
- 2.8 How do I set up area lights in POV-Ray 2.2?
- 2.9 I have been trying to import an object I created in DESIGNCAD (DXF),
- but when I trace it in POV-Ray, it comes out faceted. What is wrong?
- 2.10 How can I run POV-Ray from windows?
- 2.11 Doesn't running POV-Ray from windows slow everything down?
-
- Section 3: Modelers
-
- 3.1 Can you recommend some good modeling programs?
- 3.2 Could you explain what the difference is between Right-handed coordinates
- and left-handed coordinates (RHC vs LHC)?
- 3.3 How can I convert an object made in a RHC modeler like MORAY for use in a
- scene that uses LHC?
- 3.4 Is there a program for converting POV-Ray files to MORAY .MDL files?
- 3.5 How can I create a text object using POVCAD?
- 3.6 I am having problems attaching image maps to objects in MORAY. Help!
- 3.7 I made some sweeps in MORAY and they trace with a faceted appearance.
- What is wrong?
- 3.8 Whenever I try to render a bezier patch created in MORAY, is comes out
- faceted! What is wrong?
-
- Section 4: General Information
-
- 4.1 How can I contact the POV-Ray team?
- 4.2 What is the best way to make a print of one of my images?
- 4.3 Can I print as large as 24"x36"?
- 4.4 Isn't there any way to just print directly from the image file?
- 4.5 What kind of utilities are available for POV-Ray?
- 4.6 Do you have a list of BBS's for POV-Ray and its related utilities
- and images?
-
- ******************************************************************************
-
- AND NOW... THE ANSWERS!
-
- ******************************************************************************
-
- Section 1: The Basics
-
- ******************************************************************************
- 1.1 WHERE CAN I GET THE SHAREWARE RAYTRACER POV-Ray?
- Firstoff, The Persistance of Vision raytracer is _not_ shareware, it is
- copyrighted freeware. What this means is that there is no registration
- fee for use of the program. It also means, though, that there are a
- few restrictions on it's distribution (see POVLEGAL.DOC for details).
-
- On CompuServe:
- You need to take a look at the file
-
- POVINF.DOC
-
- in library 8 'POV Sources' for information on the files you need for your
- computer. That file CLEARLY spells out what you need.
-
- Files required:
- POVDOC.ZIP - The documentation and essential data files for POV-Ray
- POVSCN.ZIP - The example scene files for POV-Ray
- POVIBM.EXE - Executable and docs for IBM-PC and compatibles
-
- POVIBM.EXE is a self-extracting archive that contains the executable files for
- IBM compatible computers. Simply copy the file into your POVRAY
- directory and run it to extract the files to the proper directories.
-
- POVDOC.ZIP contains the documentation files. Copy it into your POVRAY
- directory and unzip it using the -d switch (to create subdirectories).
- Then, print out the file povray.doc and pop yourself a beer and sit
- down and read it from cover to cover. Taking the time to read the docs
- will make learning much less frustrating and will hopefully eliminate
- many of the more common beginner mistakes. The docs also contain some
- good beginning tutorials you should take a look at.
-
- POVSCN.ZIP contains a bunch of sample .pov files you can render and play with
- to learn the code. Copy it into your POVRAY directory and unzip it
- using the -d switch (to create subdirectories).
-
- ******************************************************************************
-
- 1.2 I DON'T SEEM TO BE ABLE TO UNZIP THE ZIPPED FILE I JUST DOWNLOADED!
- Most of the .ZIP files here require the latest version of PKUNZIP. You can
- find that in the file PK204G.EXE which contains the latest version which is
- version 2.04g. PK204G.EXE is available in the GRAPHSUPPORT Forum, library 1
- 'Go Graphics Help'.
-
- ******************************************************************************
-
- 1.3 HOW DOES THE POV-Ray RAYTRACER WORK? WHAT GOES ON INTERNALLY WHEN I
- RENDER A SCENE?
- In the beginning is a text file. In this file is described the various
- elements of the scene using a special language that the program understands.
- Such things as objects, backgrounds, surfaces, textures, colors, and lights
- and a "camera" are defined in this file.
-
- When you run this file through POV-Ray, the program's parser reads your scene
- into memory, taking a word at a time and comparing with an internal list
- of "tokens", or keywords. When a match is found, an object, texture, or
- whatever is created and stored in a "structure", or a database record, if
- you will, that contains certain necessary information for use later. For a
- sphere, this would be things like the position, the radius, the texture
- (which in turn is a structure containing the things in a texture { } block),
- any translations, etc. There are actually many different types of these
- structures, and they hold all that stuff that you type into your scene
- file, although in a simplified and efficient manner.
-
- Once it has all of these internal tables filled in, it can begin the job of
- "shooting rays" through the scene. When a ray is "shot", the space
- that it passes through is checked against that list of objects that we
- created, looking to see if any of them occupy that space. This is where
- bounding boxes and other bounding mechanisms help out, by giving it a smaller
- list to check initially.
-
- To find if a ray will hit an object, an "intersection test" is performed.
- This involves solving a set of two simultaneous equations. One is the
- equation of the line representing the ray. The other is an equation
- describing the surface. For example the equation for a sphere is
- x^2 + y^2 + z^2 = r^2 If there is a solution to this set of equations then
- the ray hit the object. Each shape has it's own formula, but the concept
- remains the same.
-
- Once an "intersection" is found, the object's texture database
- record is checked to see what sort of texture information is assigned to it.
- The appropriate functions are called to figure out exactly what color that
- exact x,y,z spot on the object should be. If the texture contains any
- reflection or refraction, a new ray is created and followed to its next
- intersection (if any), and its color determined. Ad infinitum (well, not
- really. Ad max_trace_level_itum).
-
- After the ray has been bounced around the scene as much as it's going to, it
- finally contains the (almost) final color of that point... the total
- contributions from all of the objects it has hit. I say "almost" because
- antialiasing may slightly modify that color once again. After any
- antialiasing, the final value of that point is written (in binary RGB values)
- out to the output file and the point is plotted on the display. Next pixel.
- Next row.
-
- ******************************************************************************
-
- 1.4 CAN YOU RECOMMEND ANY GOOD BOOKS ON POV-Ray?
- Probably the best published resource written strictly about POV-Ray is 'Ray
- Tracing Creations', written by Drew Wells, Chris Young, w/Dan Farmer,
- and published by Waite Group Press. It has very thorough explanations
- on how POV-Ray works and some excellent tutorials and sample files.
-
- Unfortunately, it was published just six months before the release of
- POV-Ray 2.0, and so it is written entirely in 1.0 syntax. However, the
- +mv1.0 commandline switch (or the #version 1.0 directive in your scene
- files) will allow enough backwards compatibility to allow you to work
- the examples using POV-Ray 2.x. While an update to Ray Tracing Creations
- is in the works, the first edition is still a very worthwhile investment
- if you are learning POV-Ray.
-
- Ray Tracing Creations - Waite Group Press - ISBN# 1-878739-27-1
-
- ******************************************************************************
-
- 1.5 I'VE COMPILED A VERSION OF POV-Ray FOR THE [fill in the blank]
- PROCESSOR AND I'D LIKE TO SHARE IT WITH THE WORLD.
- -or-
- I'VE COMPILED A HYPERTEXT VERSION OF THE POV-Ray DOCS AND I'D LIKE TO
- SHARE IT WITH THE WORLD.
- You may share custom versions if you follow the guidelines set up in
- the POVLEGAL.DOC file that is packed in each archive.
-
- The POV-Ray documentation is also a copyrighted document and is bound to
- the same requirements as outlined in POVLEGAL.DOC.
-
- ******************************************************************************
-
- 1.6 DO I NEED A MATH CO-PROCESSOR TO RUN POV-Ray?
- No. But POV-Ray will run 7 - 10 times faster with one. Obtaining a math
- coprocessor is the single most significant and cost-effective thing you
- can do to speed up rendering time.
-
- Something else to consider, a couple people have reported 15-20X (!!!!)
- speedup going from a 486SX to a 486DX. The "Overdrive" processors will also
- give a HEFTY speed boost to POV-Ray because the coprocessor in the 486DX2 is
- also driven at the clock doubled speed.
-
- ******************************************************************************
-
- 1.7 I WANT TO RENDER THE SAMPLE FILE SIMPLE.POV, BUT I CANNOT FIND IT!
- The docs say that SIMPLE.POV is in the POVRAY\DEMO directory but it is actually
- in the POVRAY\SCENES\LEVEL1 directory.
-
- ******************************************************************************
-
- 1.8 WHEN I TRY TO RENDER MY IMAGE, I GET AN ERROR MESSAGE "CAN'T FIND
- COLORS.INC". WHAT DOES THIS MEAN?
- Two possibilities come to mind. The first is that you may not have the
- "colors.inc" file. This, and several other "standard include files",
- containing predefined colors, shapes, and textures, are provided in the
- POVDOC.ZIP archive and are extracted to a subdirectory called
- \POVRAY2\INCLUDE. If you do not have these files, you are also probably
- missing out on the full documentation.
-
- The other possibility has to do with the "library path" settings:
- POV-Ray may not be able to find the file colors.inc that you have included
- in your scene file because it does not know where to look for it. POV-Ray
- does not search the DOS path. You have to specify the location of your include
- files using the -L switch in your command line. The -L switch sets a
- library path. You can have up to 10 of these, each pointing to a
- different directory. Minimal would be -L\povray\include so that POV-Ray
- can find the standard "include" files (colors.inc, etc). A POVRAY.DEF
- file is a good place to specify this setting to avoid having to retype
- it all the time.
-
- Example: -Lc:\povray\include.
-
- The location of any other files that POV-Ray needs to find should be
- specified with the -L switch as well.
-
- ******************************************************************************
-
- 1.9 WHAT PROGRAM DO I NEED TO CONVERT THE .TGA FILE TO .GIF?
- There are several programs available in CompuServe Libs 6 and 8 that will do
- the job. I suggest CONVERT or DYEWORKS for the novice. Some expert tracers
- tend to prefer PICLAB, available over in the GRAPHSUP forum.
-
- The filenames for CONVERT and DYEWORKS on CompuServe:
- DYEWOR.ZIP Lib 6 44K 11-Jan-94 Dyeworks 1.3 Color Reduction/Conversion
- CONVRT.ZIP Lib 6 53K 27-May-93 Coy's CONVERT Post-Processor
-
- *******************************************************************************
-
- 1.10 HOW CAN I RENDER FILES WRITTEN IN 1.0 SYNTAX WITH 2.2?
- Files written in POV-Ray 1.0 syntax can be rendered with POV-Ray 2.2 by adding
- #version 1.0 to the beginning of the file. Similarly, when writing a new
- scene, you can paste blocks of code written in 1.0 syntax into a file
- written in 2.2 and place '#version 1.0' immediately before and '#version 2.0'
- immediately after the block, and that will render successfully. Finally, you
- can use the +mv1.0 commandline switch when starting POV-Ray to render a scene
- where all .pov and .inc files are written in 1.0 syntax.
-
- ******************************************************************************
-
- 1.11 WHY DO SOME SCENES TAKE SO LONG TO RENDER?
- Here are some things that are sure to cause a trace to take a long time.
-
- 1. The use of large numbers of triangles.
- 2. The use of objects with transparancy, refraction, and reflection.
- 3. Tracing with a very low (+a0.01) anti-aliasing threshold.
- 4. The presence of a great many objects in a scene.
- 5. The use of area lights.
- 6. Use of many lights.
-
- If you want to speed up rendering times without an additional investment in
- hardware, you can do so by avoiding or keeping to a minimum the above
- factors. But then, tracing wouldn't be as much fun would it?
-
- ******************************************************************************
-
- 1.12 I AM TRYING TO TRACE AN IMAGE WITH SEVERAL OBJECTS COMPOSED OF TRIANGLE
- DATA/HEIGHT FIELDS/LARGE IMAGE MAPS. I KEEP GETTING AN "OUT OF MEMORY"
- MESSAGE. WHAT DO I DO?
- Large numbers of triangles/height fields/large image maps take considerable
- memory for the parser to load. You need to increase your region size
- and maybe even create a permanent swap file for POV-Ray's virtual memory
- capabilities. You do this by running the included utility POVMOD.
-
- In the directory where POVRAY.EXE is located you sould find an IBMDOCS
- subdirectory. There is a file in there called POVMOD.DOC. It explains how to
- raise the amount of memory POV-Ray will attempt to use. Height fields/image
- maps/triangle data take a LOT of memory. Basicly just type:
-
- POVMOD POVRAY.EXE <enter>
-
- You will then be presented with a screen of the program's current
- configuration. Press (M) to change the "region size", press (E) to enter a new
- size, press (Q) to quit. You should then be able to load a huge height
- field/image map/object composed of a bazillion triangles. <g>
-
- (Caution: Swapping to disk will slow down POV-Ray considerably.)
-
- ******************************************************************************
-
- 1.13 HOW DO YOU SET UP THE POV-Ray COMMAND LINE USING A BATCHFILE?
- You can use a .def file and a batch file to ease the commandline burden. Try
- something like:
-
- RENDER.BAT
- \povray\povray povray.def -i%1.pov -o\povray\tga\%1.tga
- -w%2 -h%3 %4 %5 %6 %7 %8 %9
-
- (this needs to be all on one line)
-
- You can also specify a path to the povray.def file. If you do it as I've got
- it above, you'll need a povray.def file in every working directory, but each
- can be unique to the project. Either way works.
-
- To use this, you simply type "render myfile" (no extension!) to render with
- the defaults you've set up. To change the default resolution, simply specify
- it, separated with spaces: "render myfile 640 480"
-
- To add or override defaults, you must also specify the resolution: "render
- myfile 320 200 +a0.1"
-
-
- Then set up a povray.def file something like this:
-
- POVRAY.DEF
- -l\povray\scenes ;Path to the scenes directory
- -l\povray\maps ;You may not have this one.
- -l\povray\include ;Path to the .inc files
- -w160 -h100 ;Default image size
- +d4H ;Default video
- -v ;No stats
- +ft ;Output Targa file
- +p ;Pause when done
- +x ;Allow abort
-
- <Note that the +v and +d switch are mutually exclusive and should *never* be
- used together.>
-
- ******************************************************************************
-
- Section 2: Tips and Secrets
-
- ******************************************************************************
-
- 2.1 HOW CAN I MAP AN IMAGE TO AN OBJECT WITHOUT A LOT OF TRIAL AND ERROR?
- Few problems plague beginner raytracers like the proper placement of image
- maps. The solution really boils down to keeping things simple. Always
- attach your image map while your object is at the origin. If you are
- doing a planar map (map type 0), you can center it by translating the
- image by <-.5, -.5, 0>. This is because POV-Ray places a planar map with
- the lower left hand corner at the origin and assumes (before any scaling) that
- the map will extend to <1, 1, 0>. Once the map is centered, it should
- be only a matter of scaling to get it to fit right. Remember the 'once'
- keyword eliminates tiling. Once you have the map properly placed and fitted
- to the object, you can then translate and rotate your object into it's final
- position and the map will be translated and rotated along with it.
-
- The TEST.GIF file in your INCLUDE directory is a great test pattern for
- setting up imagemaps. Once you've got the placement correct, simply
- substitute the image of your choice.
-
- ******************************************************************************
-
- 2.2 WHAT'S THE BEST TECHNIQUE TO MAP A GIF IMAGE ONTO A COMPLEX FIGURE SUCH AS
- A CAR OR AIRCRAFT WITHOUT DISTORTING THE IMAGE MUCH OR AT LEAST PREDICTING
- WHERE EVERYTHING WILL LAND ON THE FIGURE?
- Mike Miller provided us with a great tip for this. Render a straight on shot
- of the object from far enough away so you don't get edge distortion. Use that
- render as a template in your paint program. Do your logos, textures and such
- and use the planar map type to project it back on to the object from the same
- angle. The shells of the turtles in his Turtle Love images were done that way.
-
- ******************************************************************************
-
- 2.3 HOW CAN I CREATE TEXT OBJECTS IN POV-Ray?
- One way to create Text objects in POV-Ray is by using height fields. To do
- this, use a paint program to create a black and white image of the text you
- intend to use. Make the letters black against a white background. Make sure
- you use a standard color palette where the color white is palette #1 and the
- color black is palette #255. Save the image as a gif file. Create a height
- field using that gif and rotate the field -90 degrees through the x axis.
-
- Some simple text objects can be made by using CSG. A modeler definitely would
- help here. Alphonso Hermida's modeler POVCAD can make excellent text objects
- and Lutz Kretzschmar's MORAY comes bundled with some traceable fonts.
- There is also a utility called FONTS2POV that does a credible job of
- converting truetype fonts to POV-Ray objects.
-
- ******************************************************************************
-
- 2.4 HOW CAN I CREATE A GRID TO HELP ME WITH MODELING AND CALCULATING
- TRANSLATIONS?
- You should map the grid in the first place with just a direct planar image
- map. Creating the grid can be done with Fractint. Create a solid-color
- "fractal" by zooming fully into one of the wider color bands and saving the
- result. Then go into 3D, and load that image. On the 1st 3D prompt screen,
- set your gridsize to whatever seems convenient. On the 2nd screen, select
- Draw Grid mode, on the 3rd screen, set rotations to 0 and scale to 100.
- You'll have your grid.
-
- Here's another way:
- camera {
- location <0, 0, -30>
- direction <0.0, 0.0, 1.5>
- sky <0.0, 1.0, 0.0>
- up <0.0, 1.0, 0.0>
- right <1.3333, 0.0, 0.0>
- look_at <0.0, 0.0, 0.0>
- }
-
- light_source {
- <0, 0, -30>
- color rgb <1,1,1>
- }
-
- #declare grid =
- texture {
- pigment {
- marble
- color_map {
- [0, .10 color rgb<1,1,1> color rgb <1,1,1>]
- [.10, 1 color rgb <1,1,1> filter 1 color rgb <1,1,1> filter 1]
- }
- rotate <90, 0, 0>
- }
- }
- texture {
- pigment {
- marble
- color_map {
- [0, .10 color rgb <1,1,1> color rgb <1,1,1> ]
- [.10, 1 color rgb <1,1,1> filter 1 color rgb <1,1,1> filter 1]
- }
- rotate <0 0 90>
- }
- }
-
- plane { z,0
- texture {
- grid
- finish { ambient .1}
- }
- scale 1
- }
-
- It's fairly easy to adjust the thickness of the lines and it doesn't
- trace too slowly. The plane should be aligned with the camera.
-
- ******************************************************************************
-
- 2.5 WHAT METHOD DO THE TOP RAYTRACERS USE TO CREATE TEXTURES? DO THEY JUST
- KNOW WHAT TO DO OR DO THEY DO IT BY TRIAL AND ERROR LIKE EVERYONE ELSE?
- One method, if you need a texture for a particular object, is to declare
- the object and set up an image with, say, 16 copies in a grid. With each copy
- as one line in the data file, it's real fast to go down the line and tweak all
- the values.
-
- If it's a complex object, so that it would render slowly, you can substitute a
- simple proxy object in the declare for rough tests. When you get it narrowed
- down, uncomment the original object. You can use the same technique with one
- texture and various rotations of the object when you're really close to what
- you want.
-
- For simple color tests, it may be best to use a number of very simple objects,
- like spheres, to test different versions of a color.
-
- ******************************************************************************
-
- 2.6 WHAT IS MIKE MILLER'S SECRET TO HIS AMAZING IMAGES?
- From Mike himself:
- For many of the models I produce in POV-Ray - I produce a set of "blue prints"
- to model from. These prints include a front, side, and top view. Blue printing
- works well because all views are referenced from one fixed (x,y,z) location. I
- draft the prints so the "side view" travels in the X & Y. This makes the "top
- view" print handle the X & Z and the front view "Z & Y". Once the model is
- blue printed, it is a matter of writing the CSG to fit the prints. I normally
- will draft complex CSG with it's own (x,y,z) zero position and use the blue
- print to translate those complex parts into their proper position.
-
- I find it easier to write out the CSG as seperate complex assemblies with each
- assembly built around a <0 0 0>. I then use the print to translate the assembles
- to each location in the print. It's a "build the parts first/then move" method
- that works well for me. For example: A tire and rim was drafted off to one
- side of the print with a <0 0 0> through the center of the wheel. I wrote the
- CGS for the wheel and translated it the X Y and Z locations found in the
- "full" print of the car.
-
- ******************************************************************************
-
- 2.7 MY QUARTIC SHAPES DON'T RENDER RIGHT. IT LOOKS LIKE IT GOT HIT BY A LASER
- GUN AND THERE ARE WEIRD PARTICLES ALL OVER THE SCREEN. WHAT'S GOING ON?
- Quartics always have been a difficult primitive. To quote from the docs:
-
- "Calculations for all higher order polynomials must be very accurate.
- If this shape renders improperly you may add the keyword "sturm" after
- the MINOR value to use POV-Ray's slower-yet-more-accurate Sturmian root
- solver."
-
- The symptoms of root-solver failure for quartic objects range anywhere from
- black "zits" on the surface to objects consisting of "dust", to totally
- invisible objects, depending on the severity of the failure.
-
- ******************************************************************************
-
- 2.8 HOW DO I SET UP AREA LIGHTS IN POV-Ray 2.2?
- When you're just trying to get your area lights set up try just using a 2x2
- grid with jitter. That'll give you _really_ noisy shadows but they'll be quick
- and you'll be able to see how the shadows fall. Then you can play with light
- size and positioning. Once you have the shadows the way you want them then you
- can up the grid size to smooth them out. As a rough rule of thumb I usually
- make the size of my area lights equal to about 1/10th their distance from the
- object being shadowed and then adjust up or down from there. e.g. Say your
- area light is approx 150 units from the main object you want to shadow then a
- 15.0 by 15.0 sized light would be a good starting point.
-
- Area lights will always be slow (typically around 5 times slower than point
- lights) however if you find that they're really really slow then you might
- want to check the following. Make sure that the area light isn't intersecting
- any other objects in the scene (e.g. sticking partway into a wall or sticking
- partway through your lamp shade). You might want to use the looks_like { }
- command to see exactly where the light is. Also make sure that you don't have
- any objects with variable transparency between the light and the objects.
-
- ******************************************************************************
-
- 2.9 I HAVE BEEN TRYING TO IMPORT AN OBJECT I CREATED IN DESIGNCAD (DXF), BUT
- WHEN I TRACE IT IN POV-Ray, IT COMES OUT FACETED. TAKES A LONG TIME TOO.
- WHAT IS WRONG?
- DesignCAD takes that nice curved thing you drew and chops it into flat planes.
- DXF2POV takes those flat planes and hands them to POV-Ray, which draws flat
- triangles. If you use DXF2RAW, and then RAW2POV, using the smooth triangles
- option, you should get something more like what you had in mind.
-
- Also, when you draw anything curved in DCAD 3D, like a cone or a sphere or a
- block sweep, it will ask you for the number of facets or the number of copies.
- The higher the number you choose, the smoother your final output will be. Those
- lines and divisions you see on the screen translate directly into the polygons
- that will be in the DXF. Of course, the higher the number of facets, the more
- RAM DCAD will need and the slower it will run.
-
- Lastly, I had the best luck getting data out of DCAD by using their util to
- convert the .DW3 to IGES .IGS, then the .IGS to RenderMan .RIB, then the
- .RIB to RAW using a util called RIB2XYZ, and then finally RAW2POV. A bit
- arduous, but that path seemed to preserve the vertex ordering correctly. Which
- is important when you start fooling w/ smooth triangles.
-
- ******************************************************************************
-
- 2.10 HOW CAN I RUN POV-Ray FROM WINDOWS?
- First, read the text file IBMPCEXE.DOC that comes with POV-Ray. There is a
- section in that text file that describes requirements for running POV-Ray
- under Windows. You will find even more information in the Q&A.DOC file, also
- found in the IBMDOCS subdirectory.
-
- As for the .PIF settings, just launch the PIF editor, load the _default.pif ,
- and make the following changes.
-
- Program Filename C:\COMMAND.COM (thats my path, what's your's ?)
- Execution Background (this is the whole idea, right ?)
- KB Limit -1
-
- That's all there is to it. Now just save the .PIF, assign an icon to it, and
- trace your head off!
-
- The -1 setting in the KB Limit boxes allows the DOS session to access all
- available RAM except for Windows' virtual memory. If you want to set a limit
- on how much memory is available to the DOS session, then enter a specific
- amount in the Limit box.
-
- I recommend leaving it at -1 so POV-Ray can take what it needs. See POVMOD.TXT
- for more (accurate) info regarding memory usage.
-
- It is also a good idea to load SHARE.EXE in your AUTOEXEC.BAT to handle any
- file access conflicts. Sometimes it gets confusing if you are rendering 3 or
- 4 pictures at the same time and you accidently try to access a .TGA from one
- window that is being rendered in another window. SHARE will solve this
- potential problem.
-
- Using POV-Ray under Windows 3.1 enable you to write .POV's and render 3 or 4
- pictures the same time. While POV-Ray is faster under DOS alone, some think the
- 'multitasking' feature of Windows is a definite plus.
-
- You can safely run other apps, including other DOS sessions, while
- POV-Ray is running in the background.
-
- As it turns out, POV-Ray doesn't care about the PIF settings for XMS memory
- limits. I set up a PIF with a DOS memory limit of 146k (the smallest
- CONVENTIONAL amount that POV-Ray will execute under) and 0k for ALL other memory
- settings and was able to render most of the sample scenes that were not too
- memory-demanding (chess.pov, tomb.pov, etc...). I also made a copy of
- POVRAY.EXE and modified the REGION SIZE to 1024k using the POVMOD.EXE utility.
- This is what you need to do to control the amount of XMS available to POV, as
- it will try to take 3072k in it's unmodified state. Read the POVMOD doc for
- more info.
-
- Using the above setup, my DOS window only took 221k when I launched it, and
- another 1044k after I started rendering CHESS.POV with the modified
- POVRAY.exe. I suggest you modify a copy of POV-Ray to use under Windows.
- There are also options for a swap file when you are 'in' povmod. This
- configuration I have described should work good for rendering small to medium
- sized scenes using a minimum amount of memory. You can make the REGION SIZE as
- small as you want, but that limits the complexity of the scenes you can
- render.
-
- ******************************************************************************
-
- 2.11 DOESN'T RUNNING POV-Ray UNDER WINDOWS SLOW EVERYTHING TO A CRAWL?
- Well, it does slow it down, but not that much. Its a trade off between speed
- and multi-tasking. Some would rather take the slower rendering and be able
- to use the computer for other things at the same time than to have the computer
- tied up by povray. And now, with POV 2.0, the slow down isn't all that bad.
- I'd guess that the slow down is only a few percent from the couple tests I've
- run (i.e. 5 minutes under Windows verses 4 minutes under DOS). Avoiding the
- use of the +x abort option and -using- an image buffer with the +bxxx option
- can help speed trace times.
-
- One of the things I like about using Windows is that I can have the image open
- at the same time I'm editing the .pov file. And I can have multiple .pov
- files open at the same time and cut and paste between them. That's all very
- convenient.
-
- If you launch POV-Ray under Windows, Windows, and not POVMOD, determines the
- EMS available to POV-Ray. Thus, if you have povmod set to use more memory than
- Windows can allocate, then you get an error and POV-Ray won't run. If you set
- POVMOD below the maximum memory avaliable in Windows, then everything is fine.
-
- ******************************************************************************
-
- Section 3: Modelers
-
- ******************************************************************************
-
- 3.1 CAN YOU RECOMMEND SOME GOOD MODELING PROGRAMS?
- Two of the best are Alphonso Hermida's POVCAD and Lutz Kretzschmar's
- MORAY. Both are available in GRAPHDEV Lib 8. Both are shareware
- programs. Of the two, MORAY may be a little friendlier and easier to
- use, but POVCAD has more features. GRAPHDEV is full of folks who swear
- by both of them.
-
- ******************************************************************************
-
- 3.2 COULD YOU EXPLAIN WHAT THE DIFFERENCE IS BETWEEN RIGHT HANDED COORDINATES
- AND LEFT HANDED COORDINATES (RHC vs LHC)?
- Ray tracers are said to be 'left handed' (like POV-Ray) or right handed (like
- Vivid, another popular ray tracing program, and MORAY, a modeler for POV-Ray).
- The basic concepts of "handedness" is already explained well in POVRAY.DOC,
- but here is a quick ascii diagram that illustrates the difference.
-
- Vivid and Moray (right-handed) POV (left-handed)
-
- +Z +Y
- (E) | +Y (F) | +Z
- | / | /
- -X______|/_______ +X -X______|/_______ +X
- / /
- /| /|
- / | / |
- -Y -Z -Z -Y
-
- ******************************************************************************
-
- 3.3 HOW CAN I CONVERT AN OBJECT MADE IN A RHC MODELER LIKE MORAY FOR USE IN A
- SCENE THAT USES LHC?
- I have done some experiments with this and have discovered that is is not as
- simple a question as it may first appear. We have to assume a couple of things
- first. We must assume that the object in question was built in a system or
- modeler that used RHC, where z=up. Next, we must assume that you want to use
- that object _as is_, in a scene you are building that uses LHC, where y=up.
- If you simply paste in the data, #declare it, or #include it, you can orient
- the object correctly by adding the following transformations:
-
- ( *RHC-->LHC* )
- rotate <-90, 0, 0>
- scale <1, 1, -1>
-
- Conversly, if you import an object created in standard POV-Ray (LHC) into a
- scene created by MORAY (RHC), the object can be correctly oriented with
- the following transformations:
-
- ( *LHC-->RHC* )
- rotate <90, 0, 0>
- scale <1, -1, 1>
-
- Note that these transformations will not work if you change the coordinate
- system of the file the object was orginally created in. For instance, if you
- create the object in MORAY and export it to POV-Ray, and then convert the
- resulting file to LHC by editing the camera and light specifications, the
- above transformations will not work, and may even be unecessary. In my tests,
- in such a case, _no_ transformations to the object were necessary!
-
- ******************************************************************************
-
- 3.4 IS THERE A PROGRAM FOR CONVERTING POV-Ray FILES TO MORAY .MDL FILES?
- No. Such a conversion is not possible at this time. There are, however, many
- programs for converting other platforms (3ds, dxf, raw etc.) to POV-Ray listed
- at the end of this document.
-
- ******************************************************************************
-
- 3.5 HOW CAN I CREATE TEXT IN POV-Ray USING POVCAD?
- Doing extruded 3D letters with POVCAD 2.0c is straight forward. Check
- the file EXT3D.GIF for an example of what can be done....let me give you an
- idea:
-
- Let's assume that you want to create the number "3" and extrude it.
-
- (quick and dirty explanation)
- 1) Load POVCAD (in Windows) and select POV-Ray 2.0 (if that's what you're
- using) 2) Click on the XY VIEW icon (you'll be drawing on the XY plane) 3)
- Click on the SNAP and GRID icons (they will switch to ON) 4) Click on the
- POINT icon (it will switch to ON) 5) Move the mouse to the drawing area (where
- the axis is) and create the outline of the number "3". (you don't need a lot
- of points - the B-Spline feature will smooth it out) 6) When you're done,
- click on the POLY menu and select B-Spline. 7) It will ask you for a name,
- type 3.RAW (use RAW as the extension since it will create triangles). 8) Now
- it says that it will create an outline with a default number of points, just
- press OK (or put in a larger number) 9) What will happen is that the contour
- will be "closed" and subdivided into triangles and saved in the file named
- 3.RAW. (The more points, the better the outline)
-
- That's the quick an dirty way to create a font. Let me explain how to create
- a font an also extrude it:
-
- 1) repeat steps 1) thru 5) previously mentioned
- 2) Now that the outline is complete, select the PATH menu and click on
- BSpline. This command will smooth the outline and save it to a name (usually
- a use the DAT extension since it's a curve..i.e., 3.DAT)
- 3) Now select the POLY menu and select PATH DATA...it will make you select a
- file....choose 3.DAT.
- 4) Since the data is already smooth just give it a name such as 3.RAW.
- 5) Now, to EXTRUDE it, click on the OBJECT menu and select EXTRUDE. In there
- choose DATA FILE and pick the file 3.DAT.
- 6) You'll be asked for the extruded dimension, put 0.3 or whatever.
- 7) Now, the Extruded data will be saved in another file as triangles, type the
- name 3E.RAW (the E for extruded).
- 8) Click on the ISO VIEW to see the result.
-
- Go to FILE, EXPORT to create a raytracer
- compatible file.
-
- ******************************************************************************
-
- 3.6 I AM HAVING PROBLEMS ATTACHING IMAGE MAPS TO OBJECTS IN MORAY. HELP!
- The easiest way to attach an image_map to an object is to do it while the
- object is not scaled and not rotated. To illustrate an example, create
- a wall, but treat it as if it was lying flat on the ground. Then attach the
- image map and scale and move the image map until it's roughly correct. It'll
- all seem to be lying on the ground (in Moray) at this stage. Then scale the
- wall to it's size, but still lying on the floor. Then rotate it by 90 degrees
- around X, making it stand up like a real wall<g>. OK. Now place the wall the
- way you want it.
-
- Then you discover that the image map is not placed as you wanted it, let's say
- you need to move it a bit on the wall. Remember that when you placed the image
- map on the wall you were doing it in the TOP view? Well, even though the wall
- is now standing up, the image map is still attached to the *same* plane of the
- wall. So, select the image map, move the mouse to the *TOP* view, zoom in,
- watch the FRONT view, then click and drag the mouse. The image map in the
- front view will follow the movement of the mouse (being moved in the TOP
- view). This is because the texture is rotated before the object, something
- that you'll be able to toggle in the next version.
-
- If you rotate the image map to be standing up and then attach it to the wall,
- it'll have a different effect. For simplicity's sake<g>, let's say that the
- wall is not rotated, but scaled to stand up. If you now attach the rotated
- image map and want to move it you really need to do it in the FRONT view
- (where you see the wall from the front). It'll follow the cursor.
-
- The thing to remember is this: rotation comes before movement and image map
- transformations come before object transformations. If the wall is buried in
- transformed unions or groups, it becomes *very* difficult to predict how the
- object will move<g>. What I do in this case, is write down the rotations of
- the object (if complex), ungroup it from it's parent, and clear rotation. Now
- you can place the map quite easily. Then set the rotations and re-attach it to
- it's previous parent.
-
- ******************************************************************************
-
- 3.7 I MADE SOME SWEEPS IN MORAY AND THEY TRACE WITH A FACETED APPEARANCE.
- WHAT IS WRONG?
- POV-Ray doesn't have a rotational sweep primitive. The programs that do
- rotational sweeps for POV-Ray build them from smooth triangles. They
- may exhibit faceting. They will have straight edges and throw
- straight-edged shadows. Moray will export sweeps as smooth-triangles,
- so you won't see faceting on the surface of such an object. But the
- edges of the object will be facetted, the shadow of the object will
- have straight edges and shadows that fall on the object will have
- straight edges. The only cure for this at this point is higher
- resolution, i.e. more triangles. You may also consider exporting the
- sweep as a RAW file and running this file through a utility called RAW2POV, by
- Steve Anger, which will optimize the resulting triangle mesh. Command-line
- options allow you to smooth any triangles whose angle of intersection with
- adjoining triangles is greater than 'n', where 'n' is a number (degrees) that
- you specify. Or you can set that switch to smooth all triangles. Read the
- RAW2POV docs.
-
- ******************************************************************************
-
- 3.8 WHENEVER I TRY TO RENDER A BEZIER CREATED IN MORAY, IT COMES OUT FACETED!
- WHAT IS WRONG?
- What you are seeing are the subdivisions. POV-Ray 2.0 beziers are "smooth" by
- definition, but the subdivision keyword determines how "smooth". Also, the
- flatness keyword determines at what point the patch is considered smooth. A
- number of 0.01 works quite well. If you have patches that are very convoluted
- (heavily twisted or deformed, with reasonably sharp edges), you may need to
- increase the u_steps and v_steps. Do this by setting these values in the
- objects editing menu from within Moray. Increasing subdivisions will increase
- parsing and rendering time for the bezier (exponentially), but eventually the
- facets get too small to see. Increasing u_steps and v_steps from 3 to 5 and
- reducing flatness to 0 should do the trick in most cases.
-
- ******************************************************************************
-
- Section 4: General Information
-
- ******************************************************************************
-
- 4.1 HOW CAN I CONTACT THE POV-RAY TEAM?
- Names and email addresses of team members are in POVRAY.DOC. Most members
- have CompuServe access because CompuServe's GraphDev Forum is POV-Ray
- headquarters. You may send internet email to CompuServe. For example Team
- Coordinator Chris Young can be reached at CIS:76702,1655 and his internet
- address is 76702.1655@compuserve.com. Please note that CompuServe is a
- commercial network that charges users for connect time. Therefore keep
- messages brief and to the point so that team members can afford to read your
- questions. DO NOT SEND UNSOLICITED LONG LISTINGS OR UUENCODED FILES!
- The team is happy to help you if we can but please respect our costs.
-
- ******************************************************************************
-
- 4.2 WHAT IS THE BEST WAY TO MAKE A PRINT OF ONE OF MY IMAGES?
- If you want to make a photograph of your image, that's what service bureaus
- are for. They take your file and image it to film. The higher the resolution
- of the file, the better the slide looks. This is how most pictures get to
- print.
-
- I do 2048x1366 images when I'm going to print. 35mm film will do up to about
- 4096x2732. Beyond that your pixels are smaller than the grain of the film. If
- you really want serious quality, as for a photo grade poster, you go to 4x5"
- transparency from an even bigger file. 35mm slides should cost about $8 each.
- 4x5 costs more like $75. Takes an $80,000 machine to make those.
-
- ******************************************************************************
-
- 4.3 WOULD YOU BELIEVE I WAS SHOOTING FOR SOMETHING LIKE 24"X36"?
- You can go as big as you want. Start with a 35mm slide and have your local
- photo shop do a big print. If that doesn't come out good enough for your
- needs, try the same slide on a pro photo shop. If that doesn't do it, go 4x5
- and back to the pro shop. That'll do it. Hurt your wallet, too, though.
-
- The next problem is how to get the file to the bureau, since high resolution
- files get big real fast. You definitely want to send a 24 bit file, and 2048 x
- 1366 is a good resolution. That's an 8 meg uncompressed TGA. You can use ZIP
- to compress that, sometimes quite a lot. The best lossless compression
- available is TIF using the LZW and Predictor options, as found in PhotoStyler
- or Halo Desktop Imager. But if you have a way to move a big file, it's easier
- (faster = cheaper) for the service bureau if it's uncompressed. They have to
- charge you more if they have to mess around with it in any way.
-
- I usually transport on QIC 40 tapes. Syquest 44 meg cartridges are the most
- common medium. Some places will take DOS backups to floppies, or ZIP
- multi-volume archives to floppies. There are also Bernoulli and DAT drives, as
- well as writeable CDROM drives. You need to talk to the service bureau and see
- what you've got that they can use.
-
- ******************************************************************************
-
- 4.4 ISN'T THERE ANY WAY TO JUST PRINT DIRECTLY FROM THE IMAGE FILE?
- There are dye sublimation printers that will give you excellent quality
- printing directly from file. One such machine is the FUGIX 3000. It works
- like this: A photosensitive material called Donor is exposed by LD scan with
- exposure levels corresponding to the original, digitized image data. Then, a
- dye image forms in the Donor (like a photographic film), and thermal transfer
- of this dye image gives the finished print. Each component color - cyan,
- magenta, and yellow - is graded in 256 steps for 16.7 million shades of color
- to interpret an image. The density modulation is performed for each point of
- the line scan so there is no trade-off between gradation and resolution.
- Smooth tone copies can be produced from originals rich in intermediate colors.
- Best of all, the output is strictly hi-res (400dpi), requires no processing
- chemicals, and takes only seconds to do. Prices for an 8x10 print should run
- about $15 - $18.
-
- ******************************************************************************
-
- 4.5 WHAT KIND OF UTILITIES ARE AVAILABLE FOR POV-Ray, WHAT DO THEY DO,
- AND WHERE CAN I FIND THEM?
- There have been a plethora of utilities written for POV-Ray. So many in fact,
- that I can only list a few of them in this file. It would take a document the
- size of the POV-Ray docs to describe them all in detail. The following is a
- list of POV-Ray utilities followed by a short description of what it does. I
- have divided them into categories according to type.
-
- (the number following the filename is the GRAPHDEV library number)
-
- MODELERS
- MRAY.ZIP 8 327K 16-Feb-94 MORAY V1.5 - GUI Modeller for POV-Ray 2.x (PC)
- PVCWIN.ZIP 8 93K 18-Jan-94 POVCAD 3.0a for Windows
- MODEL2.ZIP 8 211K 12-Jan-94 WinModel V0.2
- PV3DB1.ZIP 8 363K 11-Oct-93 PV3D B1.91 one modeler for POV-Ray 2 and VIVID 2
- PVMDLR.ZIP 8 68K 13-Jul-92 POV-Ray Triangle Modeler, Version 1.0
-
-
- OBJECT GENERATORS
- BLOB.ZIP 6 46K 16-Feb-94 Blob Sculptor 1.0
- LPARS3.ZIP 6 365K 15-Feb-94 L-Parser Version 3
- FORM03.ZIP 6 182K 07-Feb-94 Form, r3, Todd & Latham style organic modeler
- OBJREP.ZIP 8 74K 22-Feb-94 Object Replicator for Windows ver 1.3
- TORUS.ZIP 8 1K 13-Jan-94 World's smallest torus generator
- DNA095.ZIP 8 35K 12-Jan-94 DNA.EXE writes objects for POV-Ray and PolyRay
- SUDS.ZIP 8 66K 04-Jan-94 POV-Ray "Kissing" Spheres Program
- FS11R2.ZIP 8 114K 22-Nov-93 FS (Fonts/bmps to shapes) v1.1r2 for POV-Ray
- SURF.ZIP 8 104K 10-Oct-93 POV-Ray Surface Generator
- FRGEN.ZIP 6 68K 07-Oct-93 FRGEN v1.4. Generated fractal shapes for raytrace
- PLANT0.ZIP 8 56K 08-Oct-93 PLANT v0.50a gen's plant objects
- CLAY.ZIP 6 52K 20-Sep-93 CLAY - Free Form Deformation Program
- RAYL21.ZIP 8 77K 19-Sep-93 RayLathe v2.10 shape generater POVRay/Vivid/.RAW
- PVCOIL.ZIP 8 58K 17-Sep-93 Utility to generate twisted rings
- PTWIST.EXE 8 72K 05-Sep-93 POVTWIST - Create twisted shapes for POV-Ray
- CTDS.ZIP 6 45K 19-Jul-93 Connect The Dots Smoother v2.30
- BOXER1.ZIP 8 45K 03-May-93 BOXER1 POV-Ray UTILITY
- SPIKE1.ZIP 8 69K 22-Mar-93 SPIKE, random spike generator for POV-Ray
- TTGLGT.ZIP 8 19K 29-Jan-93 Truman's Torus Generator 1.2 (LITE)
- SPHGEN.ZIP 8 51K 13-Oct-92 Sphere Generator for POV-Ray
- HYPE.ZIP 8 27K 13-Oct-92 generates user-defined hyperboloids for POVRAY.
- POVCOI.ZIP 8 32K 09-Oct-92 Coiled Object Generator
- CM.ZIP 8 25K 15-Jul-92 CircleMaster 1.0
- WORM.ZIP 6 142K 16-Oct-92 Worm Version 0.5a
- SWOOP.ZIP 6 69K 13-Oct-92 Swoop, a POV-Ray Triangle Generator Utility
- LISSAJ.ZIP 6 87K 13-Oct-92 Lissjous Object Generator
-
-
- TEXTURING AIDS
- CRNDR.ZIP 8 94K 03-Feb-92 CRNDR V1.5-Interactive Texture editor for POVRay
- CMAP.ZIP 8 43K 05-Dec-91 Interactive color map editor version 1.1
- POVTEX.ZIP 8 61K 18-Apr-94 Texture generator for POV-Ray
-
-
- ANIMATION
- DTA.ZIP 12 161K 08-Nov-93 Dave's TGA Animator, Rel. 2.0.8
- FWHEEL.ZIP 6 58K 30-Nov-93 FWHEEL: an easy raytracing animation generator
- POVCK2.ZIP 14 16K 24-Nov-93 PovClock 2.0- animations w/ POV-Ray util
- RTAG.ZIP 14 86K 09-Jul-93 RTAG v2.0 - Ray Tracing Animation Generator
- ANIBAT.ZIP 14 37K 28-Aug-91 Animation Batchfile generator
-
-
- SHELLS AND FRONT ENDS
- PMPOVF.ZIP 8 656K 14-Feb-94 OS/2 PM Shell for POV-Ray 2.2 and DTA 2.1
- POVCOM.ZIP 8 174K 07-Feb-94 POV-Ray Commander 1.3
- BPFE10.ZIP 8 74K 24-Jan-94 Bob's POV-Ray Front End
- POVSHE.ZIP 8 89K 19-Jan-94 PovShell 2.0
- PLAUNC.ZIP 8 9K 04-Jan-94 POV-Launch: Unofficial POV-Ray launcher (Win 3.1)
- POVMNU.ZIP 8 178K 08-Dec-93 POVMenu, a development environment for POV-Ray
- POVPAN.ZIP 8 138K 22-Oct-93 POVPANEL 2.0 - CONTROL PANEL FOR POV-Ray 2.0
- PVSHAP.EXE 8 601K 25-Apr-93 PV-Shape POV-Ray shell/object editor
- RWB.ZIP 8 204K 09-Apr-93 Raytrace Workbench 1.6
- POVPM.ZIP 8 7K 14-Jan-93 OS/2 2.x VREXX Shell for POV-Ray
- POVUTI.ZIP 8 28K 11-Jan-93 Windows POV-Ray Utility ver.2.0
-
-
- DATA CONVERSION PROGRAMS
- FRC2PV.ZIP 8 274K 14-Feb-94 Fractint to POV-Ray
- DXF3DW.ZIP 6 145K 18-Feb-94 DXF to 3DS file convertor, Weitek version
- DXF3DS.ZIP 6 137K 18-Feb-94 DXF to 3DS file convertor from Yost Group
- DYEWOR.ZIP 6 44K 11-Jan-94 Dyeworks 1.3 Color Reduction/Conversion
- DTA.ZIP 12 161K 08-Nov-93 Dave's TGA Animator, Rel. 2.0.8
- 3DSPOV.ZIP 6 129K 07-Oct-93 3DS2POV v1.8 Converts 3DS to POV-Ray and others
- RAWPOV.ZIP 6 119K 07-Oct-93 RAW2POV v1.8 Converts RAW files to POV-Ray & othe
- TGAGI2.ZIP 8 14K 13-Oct-93 TGA2GIF.ZIP
- DXFRAW.ZIP 6 24K 15-Sep-93 DXF2RAW2 convert DXF to RAW triangles
- CONVRT.ZIP 6 53K 27-May-93 Coy's CONVERT Post-Processor
- DXFPOV.ZIP 8 32K 02-Dec-92 DXF to POV-Ray converter 11/30/92
- AWKBLB.AWK 8 3K 29-Jun-92 CTDS/WORM to Blob converter
-
-
- EDITORS AND OTHER STUFF
- POVGRA.BAS 8 1K 28-Jan-94 POVGraph for Windows
- POVQ.ZIP 8 4K 12-Oct-93 POV-Q - A Queueing system for POV-Ray
- CULLAR.COM 8 26K 30-Mar-93 CULL - POV scene description file utility.
- POVEDT.ZIP 8 14K 23-Mar-93 Text Editor Companion to POVCAD
- PVSCN1.ZIP 8 238K 15-Dec-92 3D-Editor for POV-Ray Part I
- PVIMG3.ZIP 8 295K 15-Dec-92 3d-Editor for POV-Ray Part III
- PVB20.ZIP 8 253K 15-Dec-92 3D-Editor for POV-Ray Part II
- FIXTGA.ZIP 8 8K 26-Nov-92 Fix corrupted POV-Ray Targa files.
-
- ******************************************************************************
-
- 4.6 DO YOU HAVE A LIST OF BBS'S FOR POV-Ray AND ITS RELATED UTILITIES
- AND IMAGES?
-
- Professional CAD and Graphics Network (PCGnet)
-
- PCGnet serves the both the CAD and Graphics communities by making
- information useful to them widely available.
-
- Formerly known as ADEnet, PCGnet is a new network created from the
- ground up, incorporating new nodes and focusing evenly on both CAD
- and Graphics related topics, including, but not limited to the
- following topics:
-
- Design, Drafting, Engineering, 2d & 3d Modeling, Multimedia
- Systems, Raster Imaging, Raytracing, 3d Rendering and Animation.
-
- PCGnet is designed to serve the needs of all callers by stimulating
- interest and generating support forums for active users who have an
- interest in the CAD and Graphics related topics previously mentioned;
- interest and support is generated through PCGnet's message confer-
- ences, file sharing across the network, and industry news and press
- releases. PCGnet's message conference are moderated forums designed
- to accommodate friendly, yet professional and informative discussion
- of CAD and Graphics related subjects.
-
-
- PCGnet Membership
- -----------------
-
- This is the concise PCGnet Membership list:
-
-
- AZCAD BBS Melbourne, Australia +61-3-481-6873
- CAD Connection Montesson, France +33-1-3053-4110
- CAD/Engineering Services Gallatin, TN 615-451-2872
- Convergence Spline BBS Richmond, B.C., Canada 604-275-3462
- The Drawing Board BBS Anchorage, Alaska 907-349-5412
- Granite BBS St. Cloud, Minnesota 612-654-8194
- The Graphics Alternative El Cerrito, CA 510-524-2780
- The Graphics Connection Wellington, New Zealand +64-4-473-0981
- Joe's CODE BBS West Bloomfield, MI 313-855-0894
- PC-AUG BBS Phoenix, AZ 602-952-0638
- Raytech BBS Sutherland, Scotland +44-86283-2020
- Route 66 Solutions Albuquerque, NM 505-294-4543
- SAUG BBS Bellevue, WA 206-644-7115
- TERN Solution BBS Nepean, Ontario Canada 613-228-0539
- The University BBS Shrewsbury Twp, NJ 908-544-8193
- Xaqute BBS Studio City, CA 818-980-2685
- Zillius BBS! St. Paul, France +33-9332-0505
-
-
- The following are detailed entries about each PCGnet Member:
-
- Name: AZCAD BBS
- Location: Melbourne, Australia
- Sysop: Tony Zilles
- Node: +61-3-481-6873 (USR DS v.32bis/HST 14.4)
-
- The solitary BBS supporting AutoCAD in Australia, AZCAD has 500+
- callers and a large files database.
-
-
- Name: CAD Connection
- Location: Montesson, France
- Sysop: Nenad Boric
- Node: +33-1-3053-4110 (USR DS v.32bis/HST 16.8)
-
- Description not currently available.
-
-
- Name: CAD/Engineering Services (CAD/ES)
- Location: Gallatin, TN
- Sysop: Stan Bimson
- Node: 615-451-2872 (USR DS v.32bis/HST 16.8)
-
- In addition to carrying the PCGnet message echos, CAD/ES is the home
- to both FidoNet A_CAD and CAD-CAM echoes, of which Stanis the moderator.
- CAD/ES is also home to CAD*Net, a FidoNet based AutoCAD related
- shareware file distribution network. CAD/ES carries other file
- distribution networks as part of its regular service, such as UtilNet
- and ScoutFDN, and offers its users an impressive selection of AutoCAD
- and CAD related files.
-
-
- Name: Convergence Spline BBS
- Location: Richmond, B.C., Canada
- Sysop: Kevin Garus
- Node: 604-275-3462 (Intel 14.4EX v.32bis)
-
- Convergence Spline specializes in Raytracing and 3D Modeling, with
- support for programs like the POV-Ray Raytracer. Convergence
- Spline's file bases are dedicated to graphics related material,
- including original images uploaded by the authors.
-
-
- Name: The Drawing Board BBS
- Location: Anchorage, Alaska
- Sysop: Diana Lucas
- Node: 907-349-5412 (Gateway Telephath 14.4 baud)
-
- Boasting a large selection of AutoCAD and CAD related files and
- information, The Drawing Board BBS is Alaskas only AutoCAD support
- BBS. A member of AnchorageNet and FidoNet, TDB carries numerous
- echomail conferences designed to support CAD, engineering, graphic
- design, and home improvement.
-
-
- Name: Granite BBS
- Location: St. Cloud, MN
- Sysop: Christine Blount
- Node1: 602-952-0638 (USR HST 14.4)
- Node2: 612-654-8194 (v.32bis 14.4)
- Node3: 612-656-0678 (v.32bis 14.4)
-
- Granite BBS has been operating for over 10 years and has established
- itself as a prominent, progressive, and professional E-Mail bulletin
- board system. With over 650 echoed conferences, Granite BBS is by
- far the Largest E-Mail based BBS in Minnesota. Working in coop-
- eration with the Central Minnesota CADD Users Group, (CM-CADD), has
- establisthed a CAD related file area in which their 40+ member club
- may use to exchange CAD related information.
-
-
- Name: The Graphics Alternative
- Location: El Cerrito, CA
- Sysop: Adam Shiffman
- Node: 510-524-2780 (PM14400FXSA v.32bis 14.4k, Public)
- Node: 510-524-2165 (USR DS v.32bis/HST 14.4k, Subscribers)
-
- Serving as the PCGnet hub for Graphics related systems, TGA focuses
- heavily on 3D Rendering, Raytracing, Modeling, and 3D Animation for
- both serious amateurs and industry professionals. TGA is currently
- the official support system for the shareware raytracer, Vivid, and
- sports an extensive library of computer graphic utilities, programs,
- source code and images created by active callers. TGA is an active
- and progressive BBS system which offers both quality messaging and
- files to its 1300+ users.
-
-
- Name: The Graphics Connection BBS
- Location: Wellington, New Zealand
- Sysop: Mark Remfrey
- Node: +64-4-473-0981 (Zyxel 16.8k/v.32bis)
-
- The only BBS in New Zealand to support AutoCAD, and other AutoDESK
- products. With over 750Mb of data available, it makes for a very
- comprehensive library. The BBS is supported by NZ's CAD dealer of
- the year, and run by the largest consulting engineering practice in
- the southern hemisphere. The BBS is also part of the Autodesk Global
- Village BBS project.
-
-
- Name: Joe's CODE BBS
- Location: West Bloomfield, Michigan
- Sysop: Joe Smolinski
- Node: 313-855-0894 (PM14400FXSA v.32bis 14.4k)
-
- Description not currently available.
-
-
- Name: PC-AUG BBS
- Location: Phoenix, AZ
- Sysop: James Witt
- Node: 602-952-0638 (USR DS v.32bis/HST 14.4)
-
- PC-AUG has it's roots in the AutoCAD community. One of the
- three founding members of PCGnet. PC-AUG has a large library
- of AutoDesk related files, a member of CAD_NET and its File
- Distribution Network (FDN), offers FidoNet conferences as well
- as Intelec message conferences areas, actively supports The
- AutoDesk Global Village Project CDROM interface (AGV) and
- the North American AutoCad User Group (NAAUG), member of The
- Phoenix Acanthus Users Group.
-
-
- Name: Raytech BBS
- Location: Sutherland, Scotland
- Sysop: Paul Smith
- Node: +44-86283-2020 (Zoom v.32bis 14.4k)
-
- Raytech BBS is the only BBS in the UK dedicated to Raytracing
- and other computer graphics. Raytech is connected to Fidonet
- and is the home of the fido GRAPHICS_UK conference. An excellent
- range of raytracers and support programs is available to callers
- 24 hours per day. Raytech is also the sole European support and
- registration site for the excellent VIVID Raytracer.
-
-
- Name: Route 66 Solutions
- Location: Albuquerque, NM
- Sysop: Jon Barton Jacob
- Node: 505-294-4543 (Zyxel 1496)
-
- Description not currently available.
-
-
- Name: SAUG BBS - Seattle AutoCAD Users Group
- Location: Bellevue, WA
- Sysop: Dennis Shinn
- Node: 206-643-5477 (USR DS v.32bis/HST 14.4)
-
- SAUG is the home of the Seattle AutoCAD User Group. Formerly known
- as Alacrity BBS, founded by Jason Osgood and a founding member of
- ADEnet, SAUG is now an active member of PCGnet, the succesor to
- ADEnet. SAUG maintains an extensive AutoCAD related library of files,
- Autolisp routines, and a smaller library of shareware utilities,
- including raytracing, DOS and communictions utilities. SAUG is an
- expanding and progressive BBS system which relies on modest contri-
- butions from its users for support.
-
-
- Name: TERN Solution BBS
- Location: Nepean, Ontario Canada
- Sysop: Patrick Oullette
- Node: 613-228-0539 (Multitech v.32 9600)
-
- TERN Solution BBS was originally conceived to support the CAD
- Community and the TERN AutoCad clients. TERN Solution BBS offers
- access to FidoNet message bases and the CAD*NET file distribution
- systems. It also offers the capability of sending in drawing files
- thru the modem to be plotted at it's plotting service bureau. With
- it's experience in Drawing Management Systems, Large Document &
- Apperture Card Scanning, Drawing Conversion, Hardware & Software
- Integration, and Cad Project Management, TERN offers it's clients a
- broad base of services and solutions.
-
-
- Name: The University BBS
- Location: Shrewsbury Twp, NJ
- Sysop: Mike Quinlan
- Node: 908-544-8193 (USR DS v.32bis/HST 14.4)
-
- The University BBS began as a CAD oriented BBS in Northern New
- Jersey, operated by Barry Wasserman; unable to continue as SysOp,
- the BBS was moved to it's present location just over one year later.
-
- The University BBS offers it's callers access to all PCGnet conf-
- erences, and many Fidonet conferences covering OS2, C programming,
- Cooking, and much more. Callers also have access to file distri-
- bution networks covering AutoCAD (CAD*NET), DESQview, OS2, Utilities,
- Novell Netware, WordPerfect, and Source code for C, Pascal, and Basic.
-
-
- Name: Xaqute BBS
- Location: Studio City, CA
- Sysop: Eduard Marghidan
- Node: 818-980-2685 (PPI 9600SA v.32)
-
- Description not currently available.
-
-
- Name: Zyllius BBS!
- Location: St. Paul, France
- Sysop: Vincent Mallet
- Node: +33-9332-0505 (USR DS v.32bis/HST 16.8k)
- Node: +33-9332-0720 (USR DS v.32bis/HST 14.4k)
-
- Description not currently available.
-
-
- PCGnet Network Positions and Hubs
- ---------------------------------
-
- The following is the current listing of PCGnet Network Coordinators
- and Hub's:
-
-
- Echomail Hubs:
-
- Title: Network Coordinator
- Name: PC-AUG BBS
- Location: Scotsdale, AZ
- Sysop: James Witt
- Node: 1-602-952-0638 (USR DS v.32bis/HST 14.4)
- Status: PCGnet Hub, Active
- Address: 9:517/160
-
- Title: Policy Coordinator
- Name: The Graphics Alternative
- Location: El Cerrito, CA
- Sysop: Adam Shiffman
- Node: 510-524-2780 (PM14400FXSA v.32bis 14.4k, Public)
- Status: PCGnet Hub, QWK based Hub, Active
- Address: 9:510/911
-
- Regional Host Systems:
-
- Title: Host System
- Name: The Graphics Connection
- Location: Wellington, New Zealand
- Sysop: Mark Remfrey
- Node: +64-4-473-0981 (Zyxel 16.8k/v.32bis)
- Status: PCGnet Host, Active
- Address: 9:532/270
-
- Title: Host System
- Name: Raytech BBS
- Location: Sutherland, Scotland
- Sysop: Paul Smith
- Node: +44-86283-2020 (Zoom v.32bis 14.4)
- Status: PCGnet Host, Active
- Address: 9:526/464
-
- Title: Host System
- Name: CAD Connection
- Location: Montesson, France
- Sysop: Nenad Boric
- Node: +33-1-3053-4110 (USR DS v.32bis/HST 16.8)
- Status: PCGnet Host, Active
- Address: 9:520/203
-
- Other Official PCGnet Positions:
-
- Title: Membership Coordinator
- Name: PC-AUG BBS
- Location: Phoenix, AZ
- Sysop: James Witt
- Node: 602-952-0638 (USR DS v.32bis/HST 14.4)
- Voice: 602-840-9230
- Status: PCGnet Hub, Active
- Address: 9:517/160
-
- Title: Promotional Coordinator
- Name: SAUG BBS - Seattle AutoCAD Users Group
- Location: Bellevue, WA
- Sysop: Dennis Shinn
- Node: 206-643-5477 (USR DS v.32bis/HST 14.4)
- Status: PCGnet Node, Active
- Address: 9:517/206
-
- Title: Nodelist Coordinator
- Name: CAD/Engineering Services (CAD/ES)
- Location: Gallatin, TN
- Sysop: Stan Bimson
- Node: 615-451-2872 (USR DS v.32bis/HST 16.8)
- Status: PCGnet Node, Active
- Address: 9:517/332
-
- Joining PCGnet
- --------------
-
- PCGnet currently supports FidoNet's echomail message networking
- protocol and the QWK packet format. At this time, The Graphics
- Alternative serves as a Hub for existing nodes, and QWK based
- echomail systems. For more information regarding joining PCGnet,
- please download PCGNET.ZIP or see the INTRO.TXT contained with
- the contents of PCGNET.ZIP.
-
-
- INTERNET :
-
- There is a ray-tracing specific newsgroup that (because of its popularity)
- concentrates mostly on POV-Ray, although it is not restricted to it. It is
- comp.graphics.raytracing. If you have a query, try reading the last few
- days worth of messages first, and if that doesn't help, place your query
- in the newsgroup. You will probably get a reply as the newsgroup is fairly
- active.
-
- If you can't get access to newsgroups, try mailing povray@uniwa.uwa.edu.au,
- but only as a last resort ! There is no guarantee that you will get a speedy
- reply from this address (or even any reply at all ! <g>) Requests mailed to
- this address may be placed into the newsgroup.
-
- Sites:
-
- alfred.ccs.carleton.ca ftp/pub/pov-ray
- uniwa.uwa.edu.au ftp/pub/povray
-
-