POV-Ray Projects

Virtual scenes, macros and animations I've created using the freeware raytracer, POV-Ray. Many of my illustrations can be found on my Wikimedia Commons user page.

Tutorials:

Link
ImageMagick Sprite Assembly Tutorial:
A tutorial on assembling and compositing sprites into contact sheets using ImageMagick.
Link
ImageMagick Dithering Tutorial:
A tutorial on how to dither an image/scene's transparency information using ImageMagick.
Link
Anatomy of a Sprite:
A tutorial on how sprite graphics are structured in JA2. Includes POV-Ray examples.
Link
LDraw to SimCity 3000 Unlimited Tutorial:
A tutorial on how to import renderings (in this case of LDraw models) into the video game SimCity 3000 Unlimited.
Link
Polarized Glasses Tutorial:
A tutorial on how to render scenes (again of LDraw models) so that they can be viewed in 3D using polarized glasses.
Link
High Precision Heightfields:
An (almost) working tutorial describing how to generate and then re-import high precision heightfields using POV-Ray alone.
Link
Object Collection Migration:
An article describing efforts to migrate compatible or abandoned scenes to the POV-Ray Object Collection.
Link
How to turn a continuous function into a stepped function:
A tutorial describing how to turn a linear function or gradient into its stepped variant.
Link
How to configure your favorite text editor to work with POV-Ray:
A tutorial describing how to integrate POV-Ray with your favorite text editor (only SciTE at the moment).
Link
How to fix old scenes to work with the new gamma system:
A tutorial describing how to migrate old scenes to new versions of POV-Ray that use assumed_gamma 1.0. Based on previous discussion.

Tools:

Download
Discussion
Updated "screen.inc":
An updated version of "screen.inc" with better support for different camera types. Also features the capability to retrieve precise 2D screen coordinates of any three-dimensional point in space. (For instance, for overlaying 2D elements on top of the image in another application.)
(Download size: 2KB)
Link
POV-Ray program icons:
A few program icons for POV-Ray rendered within the program.

Collections:

Link
Grid & Axes Include:
An include file that renders a grid and axes onto your scene with options to select its overall size and detail, as well as to choose to hide or show a particular plane.
Link
Fractal Objects:
A collection of fractal objects including the Menger Sponge, the Sierpinski Pyramid and the Sierpinski Tetrahedron. All three objects can be used in CSG operations.
Link
Cube Fonts:
A macro to create text characters that intersect to form 3D blocks, called "ambigrams", with letters on the each face.
Link
Shape Grid Objects:
A macro that creates objects in the shape of a grid of longitudinal, latitudinal and radial lines. The objects can be used within CSG operations (e.g. intersections and differences), or as an object pattern (e.g. a pigment). An advantage over other techniques is that the thickness of the grid "lines" remains constant.
Link
Color Model Pigments:
Pigments including the HSL (Hue, Saturation, Lightness), HSV (Hue, Saturation, Value) and RGB (Red, Green, Blue) color models.
Link
Munsell Color Solid:
Approximated rendering of the 1943 renotated versions of colors appearing in the 1929 Munsell Book of Color.
Link
Download (source)
Graphical Projection Comparison:
Side-by-side comparison of different types of graphical projection.
Download (source)
Discussion
CIE Color Solids:
The sRGB and human-visible gamuts plotted within the CIELAB, CIELCHab, CIELUV, CIELCHuv, CIExyY and CIEXYZ color spaces.
Link
Generating Cubemaps:
A demonstration of how to create cube-mapped panoramas.
Link
Camera Focal Length:
A demonstration showing how adjusting a photographic camera's distance and focal length, while keeping the target object in frame, can introduce geometric distortions (called foreshortening) into the image. The top number is the camera angle. The bottom number is the camera distance.
Link
Camera Focal Blur:
A demonstration showing the effect of changing a camera's aperture over time. The distance of the camera from the focal point (i.e. the center of the scene) is a constant 16 units. Each gray tile is 0.25 by 0.25 units. The top value is the aperture valure (AV). The bottom number is the f-stop.
Link
Lego Road Macros:
A set of macros for creating Lego (or, LDraw) style roads.
Link
Random Solar System Generator:
An include file for generating random solar systems. Uses Chris Colefax's galaxy macros for space backgrounds.
Link
Earth-like Planet Texture:
A WIP texture for creating Earth-like planets.
Link
Effects add-on
Game Sprites:
A collection of objects and scenes (initially created for GearHead) and intended for use in 2D, isometric video games. The special effects "add-on" is available from this page as well.



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This page © Copyright 2009 Michael Horvath. Last modified: April 02 2017 19:46:47.
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