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64 | Image format | Feature Request | Not applicable | Very Low | Low | Add "POV-Ray" metatags to images | Closed | |
3.70 beta 41 |
Task Description
Add metatags to output images identifying the file as having been created using POV-Ray.
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65 | Parser/SDL | Feature Request | 3.70 beta 34 | Very Low | Low | Add support for vectors with functions | Tracked on GitHub | |
Future release |
Task Description
Being able to have functions operate on vectors would be pretty nice to have.
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66 | Texture/Material/Finish | Feature Request | 3.62 | Defer | Low | checker and cells pattern are slightly off-center | Closed | |
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Task Description
In POV-Ray 3.6 (including 3.62), checker and cells patterns are off by 0.001 (1e-3) units, as can be demonstrated with this scene:
camera {
location <0.0, 0.0, -5.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
box { <-1,-1,0>, <0,0,1> pigment { checker color rgb 1 color rgb 0 scale 0.2 translate <-0.5,-0.5,0> } finish { ambient 1 diffuse 0 } }
box { < 1, 1,0>, <0,0,1> pigment { checker color rgb 1 color rgb 0 scale 0.2 translate < 0.5, 0.5,0> } finish { ambient 1 diffuse 0 } }
box { < 1,-1,0>, <0,0,1> pigment { checker color rgb 1 color rgb 0 scale 200.0 translate < 0.5,-0.5,0> } finish { ambient 1 diffuse 0 } }
box { <-1, 1,0>, <0,0,1> pigment { checker color rgb 1 color rgb 0 scale 200.0 translate <-0.5, 0.5,0> } finish { ambient 1 diffuse 0 } }
The same can be demonstrated for the cells pattern.
POV-Ray 3.7 beta 34 is “clean”.
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79 | Source code | Feature Request | 3.70 beta 35a | Very Low | Low | Full-Featured Test-Scene to check the correctness of po... | Tracked on GitHub | |
Future release |
Task Description
Hi,
it would be nice if there exists a test scene (not a benchmark) which has a high coverage of povray source and can be used as correctness validation of povray. It schould be produce an image which can be compared to a golden reference image.
It may be also possible to create a regression test suite which does automatic comparision of the render results.
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85 | Other | Feature Request | Not applicable | Defer | Low | Aspect ratio issues | Tracked on GitHub | |
Future release |
Task Description
Background
When rendering an image, there are actually three aspect ratios involved:
1) The aspect ratio of the camera, set with the up and right vectors.
2) The aspect ratio of the rendered image, set with the +W and +H parameters.
3) The aspect ratio of the pixels in the intended target medium. While this is very often 1:1, it’s definitely not always so (anamorphic images are common in some media, such as DVDs).
The aspect ratio of the camera does not (and arguably should not, although some people might disagree) define the aspect ratio of the image resolution, but the aspect ratio of the image as shown on the final medium. In other words, it defines how the image should be displayed, not what the resolution of the image should be.
This of course means that the aspect ratio of the target medium pixels has to be taken into account when specifying the image resolution. If the target medium pixels are not 1:1 (eg. when rendering for a medium with non-square pixels, or when rendering an anamorphic image eg. for a DVD), the proper resolution has to be specified so that the aspect ratio of the displayed image remains the same as the one specified in the camera block.
This isn’t generally a problem. It usually goes like “my screen is physically 4:3, so I design my scene for that aspect ratio, but the resolution of my screen is mxn which is not 4:3, but that doesn’t matter; I just render with +Wm +Hn and I get a correct image for my screen”.
However, problems start when someone renders an image using an image aspect ratio / pixel aspect ratio combination which does not match the camera aspect ratio. By far the most common situation is rendering a scene with a 4:3 camera for a screen with square pixels but with a non-4:3 resolution (most typically 16:9 or 16:10 nowadays). The image will be horizontally stretched.
In a few cases the effect is the reverse: The scene (and thus the camera) has been designed for some less-typical aspect ratio, eg. a cinematic 2.4:1 aspect ratio, but then someone renders the image with a 4:3 resolution. The resulting image will be horizontally squeezed.
In a few cases this is actually the correct and desired behavior, ie. when you are really rendering the image in an anamorphic format (eg. for a DVD). However, often it’s an inadverted mistake.
Some people argue that this default behavior should be changed. However, there are also good arguments why it should not be changed. Some argue that POV-Ray should have more features (at the SDL level, at the command-line level or both) to control this behavior.
There are several possible situations, which is why this issue is so complicated. These situations may include:
- The scene author doesn’t really care what aspect ratio is used to render the image, even if it means that additional parts of the scenery become visible or parts are cropped away when using a different aspect ratio than what he used.
In this case the choice of camera aspect ratio should be up to the person who renders the image, and thus selectable on the command-line. However, he should have an easy choice of how changing the aspect ratio affects the image: Should it extend the viewing range, or should it crop part of it, compared to the original?
And this, of course, while still making it possible to render for an anamorphic format.
- The author wants to support different aspect ratios, but he wants to control precisely how it affects the composition of the image. Maybe he never wants anything cropped away within certain limits, but instead the image should always be extended in whichever direction is necessary due to the aspect ratio. Or maybe he wants to allow cropping the image, but only up to a certain point. Or whatever.
In this case the choice of camera aspect ratio should be up to the author, and thus selectable in the scene file, while still allowing some changes from the command-line.
- The author designed his scene for a precise aspect ratio and nothing else, and doesn’t want the image to be rendered in any other aspect ratio. Maybe he used some very peculiar aspect ratio (eg. something like 1:2, ie. twice as tall as wide) for artistic composition reasons, and wants the image rendered with that aspect ratio, period.
Perhaps the author should be able to completely forbid the change of camera aspect ratio in the command-line.
Of course anamorphic rendering should still be supported for targets with a different pixel aspect ratio.
Possible solution
This solution does not necessarily address all the problems described above perfectly, but could be a good starting point for more ideas:
Add a way to specify in the camera block minimum and maximum limits for the horizontal and vertical viewing angles (and if any of them is unspecified, it’s unlimited). Of course for this to be useful in any way, there should also be a way to change the camera and pixel aspect ratios from the command line.
The idea with this is that the author of the scene can use these angle limits to define a rectangular “protected zone” at the center of the view, using the minimum angle limits. In other words, no matter how the camera aspect ratio is modified, the horizontal and/or vertical viewing angles will never get smaller than these minimum angles. This ensures that the image will never be cropped beyond a certain limit, only extended either horizontally or vertically to ensure that the “protected zone” always remains fully visible regardless of what aspect ratio is used.
The maximum angles can be used for the reverse: They ensure that no scenery beyond a certain point will ever become visible, no matter what aspect ratio is used. This can be used to make sure that unmodelled parts of the scene never come into view. Thus the image will always be cropped to ensure this, depending on the aspect ratio.
I’m not completely sure what should be done if both minimum and maximum angles are specified, and the user specifies an aspect ratio which would break these limits. An error message could be a possibility. At least it would be a way for the author to make sure his scene is never rendered using an aspect ratio he doesn’t want. He can use these angle limits to give some leeway how much the aspect ratio can change, to an extent, or he could even force a specific aspect ratio and nothing else (by specifying that both the minimum and maximum angles are the same).
So in short:
- Add a “minimum/maximum horizontal/vertical angles” feature to the camera block. These can be used to define a “protected zone” in the image which must not be breached by command-line options.
- Add a command-line syntax to change the camera aspect ratio (which automatically obeys the “protected zone” settings). Could perhaps give an error message if the command-line options break the limits in the scene camera.
- Add a command-line syntax to specify a pixel aspect ratio other than 1:1. This can be used to render anamorphic versions of the image on purpose (iow. not by mistake).
This can probably be made backwards-compatible in that if none of these new features are used, the behavior could be the same as currently (or at least similar).
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91 | Texture/Material/Finish | Feature Request | 3.70 beta 36 | Defer | Low | Slope pattern applied to object is not transformed afte... | Tracked on GitHub | |
Future release |
Task Description
There is an big issue with the slope pattern: when the object it is applied to is instanced (again) with a transformation (in particular a rotation, as a translation would not impact.. but a shear might), the colours of the surfaces are changed.
object { p translate -5*x }
object { p rotate 220*y+20*x translate 3*x }
Nobody would expect the object to be different in appearance. If slope {} is replaced with wood, all is fine. (as for others textures, i guess)
IMHO, the slope vector need to be adjusted for the later transformation(s) (so as to compensate the issue of using the Perturbed Normal vector).
This should not impact the AOI/FACING (experimental) patterns, as AOI definition is pretty clear about duplicating & transform if you think about it a bit, as well as FACING: for these two, it is expected to either use the ray(current point of view) or a fixed 3D point as reference. At the limit, discussion about moving the 3D point of FACING might also be opened to interpretation.
AOI/FACING are in task #19
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96 | Texture/Material/Finish | Feature Request | Not applicable | Very Low | Low | User-defined warps | Tracked on GitHub | |
Future release |
Task Description
User-defined warps would be nice to have, something along the lines of:
warp {
function { MyFnX(x,y,z) } // function to compute pattern-space x-coordinate from object-space <x,y,z> coordinate
function { MyFnY(x,y,z) } // ditto for pattern-space y coordinate
function { MyFnZ(x,y,z) } // ditto for pattern-space z coordinate
}
// a displacement warp:
warp {
function { x + MyFnX(x,y,z) }
function { y + MyFnY(x,y,z) }
function { z + MyFnZ(x,y,z) }
}
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101 | Include files | Feature Request | 3.70 beta 36 | Very Low | Low | woodmaps.inc dependency | Closed | |
3.70 beta 38 |
Task Description
woodmaps.inc depends on colors.inc, more specifically the definition of the color “Clear” perhaps a #ifndef colors.inc belongs in woodmaps.inc or probably more correctly changing the call of “Clear” to rgbf 1
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108 | Parser/SDL | Feature Request | 3.70 beta 37 | Very Low | Low | motion_blur feature similar to Megapov version | Tracked on GitHub | |
Future release |
Task Description
motion_blur which is a simple and effective feature to use in Megapov to simulate motion blur of, e.g. bird wings, propellers or running animals, would be a neat addition to version 3.7 and later.
In Megapov, the feature requires a line of code in the global_settings{} e.g.: motion_blur 10, 2 and a declaration for the moving object. e.g.:
motion_blur {
type 0
object{MyObject material{MyMaterial rotate x*clock*2}}
rotate x*clock*10
}
type represents several types of pre-defined motions.
Thanks,
Thomas
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115 | Texture/Material/Finish | Feature Request | 3.70 beta 37a | Very Low | Low | More cutaway_textures | Tracked on GitHub | |
Future release |
Task Description
Think this is still a problem. See the attached scene file. Find the WindowFrameSegment declaration for more info. The scene as-is shows the problem (SOME portions of the difference inherit the color of the room) the window opening is scaled larger to show that they AREN’T touching. The problem goes away when (in WindowFrameSegment) the 1st occurrence of the applied texture is commented out and the 2nd occurrence is uncommented, and cutaway_textures is commented out.
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118 | Light source | Feature Request | 3.70 beta 37a | Very Low | Low | More efficient handling of fading lights | Tracked on GitHub | |
3.71 release |
Task Description
Currently, fading light sources are used for lighting and shadow calculations even when so far away as to no longer have any effect on the outcome. The proposed solution is to add a new keyword fade_cutoff_distance which tells povray to ignore the light source when alluminating a point at larger distance.
A sample implementation is provided in the attached files. These changes are still based on beta 34 as sources for the current beta are not yet available, and starting to merge changes to beta 35 only at this time didn’t seem worth the effort. Also, please disregard, changes in the CVS header comments (I also use CVS locally for managing source files).
Further considerations regarding this feature:
- For special effects this feature can also be used if the light source does not actually use fading. On the other hand, cutting the light at some distances can be considered an extreme form of fading which may justify the keyword name anyhow.
- Depending on how FS#46 is implemented, the test for cutoff may then be needed at another location as well.
- The default value currently is 0 (or *no* cutoff distance). For #version 3.7 of higher, the default could be chosen automatically based on the light source intensity and adc_bailout, although it may then need to be overriden by the user for extreme pigments.
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119 | Documentation | Feature Request | 3.70 beta 37a | Very Low | Low | Table of Contents in each page of the docs | Closed | |
3.70 release |
Task Description
There should be a table of contents on each page of the documentation, or at least on the very long pages. Scrolling through the entire page to figure out what topics are covered sucks.
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121 | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Low | Option to render pixels randomly, or in Nth pixel | Closed | |
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Task Description
Assuming there are no performance issues, it would be nice to tell Povray to select the pixels to render randomly, so that the image gets filled in gradually instead of from top to bottom and from left to right.
Also, maybe an option to tell it to render every Nth pixel.
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122 | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Low | #ELSEIF statement | Closed | |
3.70 beta 38 |
Task Description
Request an #ELSEIF statement in POV SDL.
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123 | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Low | #BREAK statement inside #WHILE and #FOR loops | Closed | |
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Task Description
Request #BREAK statement inside #WHILE and #FOR loops.
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126 | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Low | Explicit #RETURN statement inside macros | Closed | |
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Task Description
In POV SDL it can sometimes be ambiguous what exactly a macro returns. An explicit #RETURNS statement would make this unambiguous.
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127 | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Low | Expandable arrays | Tracked on GitHub | |
Future release |
Task Description
Currently, arrays are of a fixed size. You can’t add or remove items to/from an array. I think it would like arrays to be expandable with no fixed and pre-determined size.
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128 | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Low | Mixed-type arrays | Closed | |
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Task Description
Currently, arrays may contain only one object type. Would be nice to eliminate this restriction and allow arrays to contain objects of different types.
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131 | Other | Feature Request | 3.70 beta 37a | Very Low | Low | Ability to change the order of editor tabs by dragging ... | Tracked on GitHub | |
Future release |
Task Description
See Notepad++ or EditPad Lite for examples.
It would be nice to be able to drag tabs in the editor window to change their order, so as to group opened files together by relevance for instance.
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132 | Geometric Primitives | Feature Request | 3.70 beta 37a | Very Low | Low | Native support for mesh-based surface approximations | Closed | |
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Task Description
There are various scripts around the Net meant for approximating things like isosurfaces and parametric objects using meshes. It would probably run bit faster and be easier to use if this were supported natively within Povray. The feature would require an additional object parameter in order to toggle this behavior on/off.
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134 | Image format | Feature Request | 3.70 beta 37a | Very Low | Low | INI option to overlay render information on output imag ... | Closed | |
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Task Description
It would be nice to configure an INI option to add render information like render time, date, and input file to output images.
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135 | Platform-specific | Feature Request | 3.70 beta 37a | Very Low | Low | Right-click menu when clicking on editor tab | Closed | |
3.70 beta 38 |
Task Description
When right-clicking on a tab in the editor window a list of options should appear, such as:
* Close * Close all but this * Save * Save as * Print
See Notepad++, EditPad Lite, and Firefox for examples.
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137 | Include files | Feature Request | 3.70 beta 37a | Very Low | Low | atand function | Closed | |
3.70 beta 38 |
Task Description
There already exist atan, atan2 and atan2d functions, why not atand?
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138 | User interface | Feature Request | 3.70 beta 37a | Very Low | Low | "Rename" option in File menu | Tracked on GitHub | |
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Task Description
Would be great if there were a “Rename” option in the editor File menu to rename the current file name. Otherwise, you have to close the file, rename it in file manager, then open the file again, thus loosing the current tab position and undo history for the file.
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139 | Platform-specific | Feature Request | 3.70 beta 37a | Very Low | Low | "Delete" option in File menu | Closed | |
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Task Description
Would be nice to have a “Delete” option in the File menu to delete the current file from disk.
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140 | Platform-specific | Feature Request | 3.70 beta 37a | Very Low | Low | "Reload" option in File menu | Tracked on GitHub | |
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Task Description
Would be great to have a “Reload” option in the File menu to manually reload the current file from disk, discarding all subsequent changes since the last save.
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142 | Texture/Material/Finish | Feature Request | 3.70 beta 37a | Very Low | Low | camera_view pigment from MegaPOV | Tracked on GitHub | |
Future release |
Task Description
I probably don’t have to explain why the camera_view pigment in MegaPOV was important, but I will list some reasons anyway:
1) post-processing could be performed in-scene 2) new types of focal blur effects could be created 3) feedback fractals were possible
I’m sure there are many others, as this is one of those features that has undetermined potential!
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143 | Backend | Feature Request | 3.70 beta 37a | Very Low | Low | explicit Output_File_Name for images/animations | Closed | |
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Task Description
The ability to specify an exact name for output images during animations would be great. As it is, POV-Ray appends a numerical designation to each image (e.g. image001.png, image002.png, etc. Overriding this behavior would allow certain tasks to be accomplished without cluttering the hard drive. For instance, an image could be rendered over and over again. Certain things like cellular automata, ripple tank simulations and feedback fractals could be performed without the resulting long list of images in a given directory.
The command line option could be in the form of +oefile/+Output_File_Name_Exact=file or some such.
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145 | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Low | Stack trace report on error | Tracked on GitHub | |
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Task Description
In other languages if you encounter an error you’ll often be presented with a stack trace showing not only the file and line number the error occurred at, but also any calling functions and _their_ calling functions and so on.
Currently, Povray reports the line number of the error as well as the last five or so lines prior to the error. This is usually OK in simple scenes, but breaks down when you start making use of inclusion and macros.
Let’s say you have a macro located in a file that you then include in your scene. Within your scene you call the macro multiple times, passing input to it. However, by accident you pass _invalid_ input to the macro at some point, resulting in an error when parsing. In this case Povray will report the error as belonging to the macro whereas the actual bug exists in the calling code. If the macro is called more than once in your scene it can be difficult to figure out _which_ instance is the one supplying the bad input.
Not sure how much of this is achievable in Povray.
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148 | Documentation | Feature Request | 3.70 beta 37a | Very Low | Low | Thumbnails in docs for shapes.inc, shapes_old.inc, shap ... | Closed | |
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Task Description
The documentation entries for shapes.inc, shapes_old.inc, shapes2.inc, shapesq.inc, etc. should have thumbnails next to the object descriptions.
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149 | User interface | Feature Request | 3.70 beta 37a | Very Low | Low | Tray icon: show render progress | Closed | |
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Task Description
In the tray icon, I’d like to see the render progress indicated somehow icon itself. Either a set of numbers (percents), or a change in color of the icon (e.g. from top to bottom). Something like the attached images.
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152 | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Low | Camera in object, union statements | Closed | |
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Task Description
Currently, cameras placed inside object or union statements will halt the render with an error. Take for instance the following case:
#local temp_camera_1 = camera
{
orthographic
location z*-12
direction z
up y
right x*image_width/image_height
scale 32
}
#local temp_light_1 = light_source
{
0
color rgb 1
translate <-30, 30, -30>
}
#local temp_light_2 = light_source
{
0
color rgb 1
translate <-30, 30, +30>
}
union
{
object {temp_light_1}
object {temp_light_2}
// camera {temp_camera_1} // doesn't work!!!
}
//object {temp_camera_1} // doesn't work!!!
camera {temp_camera_1} // works!!!
Changing this behavior would make it possible to more easily apply transformations to scene objects and the camera at the same time in situations where the scene’s frame of reference is in motion relative to the rest of the scene, for instance in animations.
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164 | Other | Feature Request | 3.70 beta 38 | Very Low | Low | Date/time stamp on rendered images | Closed | |
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Task Description
I’d like to request the ability to create a date/time stamp on output images so that new renders don’t always overwrite old ones. Thanks.
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173 | Other | Feature Request | 3.70 beta 39 | Very Low | Low | Prevent POV-Ray for Windows from stealing focus | Closed | |
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Task Description
In some cases it may be desirable to run POV-Ray from a batch file, without causing it to “steal the focus”.
I suggest making this dependant on whether POV-Ray is run with the /EXIT parameter.
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175 | Radiosity | Feature Request | 3.70 beta 39 | Very Low | Low | Radiosity. Emissive and scattering media don't illumina ... | Closed | |
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Task Description
Tested with beta 40. Also affect version 3.6.1 as reported in the discution group.
When using radiosity and emissive media. Any object, or part of, that is inside the media container is not affected by the illumination comming from the media.
When using scattering media, the light scattered by the media also don’t affect objects that are inside it’s container.
http://news.povray.org/povray.newusers/thread/%3C4cf8fe22%241%40news.povray.org%3E/
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176 | Other | Feature Request | Not applicable | Very Low | Low | Raise maxpower of the Poly Oject to 16. | Closed | |
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Task Description
At the moment in the Poly Object the maximum power is 15. The mathematics for converting the three parametric equations for x, y and z into a formula for the Poly Object require that the equations are squared several times given max-powers of 4, 8 and even 16. I’ve one eqaution that needs power 16. At the moment this is just one power short. Please raise this to 16. That’s all I ask for.
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177 | Light source | Feature Request | 3.70 beta 39 | Very Low | Low | Add support for conserve_energy to shadow computations | Tracked on GitHub | |
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Task Description
The following scene gives a comparison of current conserve_energy handling in standard shadow computations vs. photons.
Note how the rather highly reflective slabs fail to cast shadows, except where the photons target sphere enforces computation of shadow brightness to be done by the photons algorithm.
For more realistic shadowing without the need to enable photons, I suggest do add proper conserve_energy handling to the shadow computation code (which shouldn’t be too much effort).
global_settings {
max_trace_level 10
photons { spacing 0.003 media 10 }
}
camera {
right x*image_width/image_height
location <-2,2.6,-10>
look_at <0,0.75,0>
}
light_source {
<500,300,150>
color rgb 1.3
photons {
refraction on
reflection on
}
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
plane {
y, 0
texture { pigment { color rgb 0.7 } }
}
#declare M_Glass=
material {
texture {
pigment {rgbt 1}
finish {
ambient 0.0
diffuse 0
specular 0.2 // just to give a hint where the sphere is
}
}
interior { ior 1.0 }
}
#declare M_PseudoGlass=
material {
texture {
pigment {rgbt 1}
finish {
ambient 0.0
diffuse 0.5
specular 0.6
roughness 0.005
reflection { 0.3, 1.0 fresnel on }
conserve_energy
}
}
interior { ior 1.5 }
}
sphere {
<1.1,1,-1.3>, 1
material { M_Glass }
photons {
target 1.0
refraction on
reflection on
}
}
// behind target object
box {
<-0.2,0,-2.3>, <0.0,4,0.3>
material { M_PseudoGlass }
rotate z*1 // just to better see the reflection of the horizon
}
// before target object
box {
<2.4,0,-2.3>, <2.6,4,-0.3>
material { M_PseudoGlass }
photons { pass_through }
rotate z*1 // just to better see the reflection of the horizon
}
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178 | Texture/Material/Finish | Feature Request | 3.70 beta 39 | Very Low | Low | Modify metallic reflection code to better work with con... | Tracked on GitHub | |
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Task Description
The combination of metallic reflection with conserve_energy causes the reflection to lose colour, as demonstrated by the following scene:
global_settings {
max_trace_level 10
}
camera {
right x*image_width/image_height
location <-2,2.6,-10>
look_at <0,0.75,0>
}
light_source {
<500,300,150>
color rgb 1.3
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
plane {
y, 0
texture { pigment { color rgb 0.7 } }
}
#declare M=
material {
texture {
pigment {rgbt <1.0,0.7,0.2,0.99>}
finish {
ambient 0.0
diffuse 0.5
specular 0.6
roughness 0.005
reflection { 0.8, 1.0 metallic }
conserve_energy
}
}
interior { ior 1.5 }
}
box {
<-0.2,0,-2.3>, <0.0,4,0.3>
material { M }
rotate z*5
rotate x*2
}
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187 | Frontend | Feature Request | 3.70 beta 41 | Very Low | Low | POV-Ray 3.70 ignores SIGTSTP signal, noisy on SIGWINCH ... | Closed | |
3.70 RC2 |
Task Description
When POV-Ray 3.70 is run on a terminal, on an unix shell, and the user hits ctrl-Z to suspend (stop) POV-Ray, rather than stopping as expected, POV-Ray just reports that it did receive the signal, as if to laugh at the user “I’m not obeying your puny stop attempts”. It
The default action (as happens if the SIGTSTP signal is not trapped) would be much better, and is usually safe also in multithread programs. It takes actual effort to _ignore_ the TSTP signal (namely, to trap that signal), so the current behavior is definitely a dysfeature, probably an oversight by whoever programmed the signal handler.
Also, when the terminal window is resized, POV-Ray needlessly reports that it received a signal number so-and-so (the number of SIGWINCH), adding irrelevant noise to its terminal output. Both signals (SIGTSTP and SIGWINCH) should simply be excluded from the signal trapping mask. I guess there are also other signals that are needlessly captured. It would be better to capture only those signals that an action is needed for.
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190 | Photons | Feature Request | 3.70 RC1 | Very Low | Low | photon message reporting | Closed | |
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Task Description
couple of observations:
if no photons are gathered (hey it happens ... my typo) when attempting to save a photon map the warning message just indicates that it couldn’t save the map, maybe the message could be enhanced to say something like: No photons were gathered so no map information was saved. At first I thought something had changed in my I/O restrictions (I’m writing to an image directory not current or work directory)
when reading a previously saved photon map there is no indication that it was read in other than the end stats showing a small amount of photon time. I don’t recall but didn’t v3.6 indicate that the a previously saved map was being used? Just for the heck of it I moved the map file aside and it did prove to me that it was indeed being input. Some sort of message at the time the file is read in might be helpful.
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211 | Image format | Feature Request | 3.70 RC3 | Very Low | Low | Fill blank space with pixels on quit rendering | Closed | |
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Task Description
It would be nice when quitting a render if the remaining space were filled with empty pixels. That way the partial render will still be viewable in all image apps.
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212 | User interface | Feature Request | 3.70 RC3 | Very Low | Low | Next beta: new desktop icon | Closed | |
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Task Description
For the next beta version, could you please create a new desktop icon? I keep clicking on the wrong version.
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229 | Image format | Feature Request | 3.70 RC3 | Very Low | Low | Clock value into EXIF data for PNG | Tracked on GitHub | |
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Task Description
The best time for a picture....
I set the day time and so the position of the sun by “clock=”
Normal I document my source very good, but this time, I forgot the clock seting for the picture of my book cover.
So I would find it very practicall to put the clock value and other setings for rendering into EXIF data of the picture.
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230 | User interface | Feature Request | 3.70 RC3 | Very Low | Low | Improved handling of animations | Tracked on GitHub | |
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Task Description
October to middle November, I prodduced a 5 minutes video mainly py POVRAY.
Here a part of the video.ini file
#
# szenes based on games.pov #
#game-pat #Initial_Frame=450 - time scale 1000 - 30 seconds #Final_Frame=899 #Initial_Clock=-12500 #Final_Clock=17500
#game-lost - time scale 1000 - 22 seconds #Initial_Frame=0 #Final_Frame=659 #Initial_Clock=2000 #Final_Clock=24000
#game-lost - time scale 3000 - 12 seconds - fast through the night #Initial_Frame=0 #Final_Frame=359 #Initial_Clock=24000 #Final_Clock=60000
#book-cover #clock=64000
#game-sunrise - time scale 1000 - 35 seconds #Initial_Frame=0 #Final_Frame=1049 #Initial_Clock=60000 #Final_Clock=95000
Now imagine all the problems:
One computer crashes often because of thermal problems. Last picture rendere 487.
Now calculate the setings, that this computer continues the task at 487
Or 2 computers should render a scene.
Sounds very easy. Something like computer 1 makes 0..499 computer 2 makes 500..999.
But the computers are different in speed and the pictures are very different in computation time.
So it would be best
computer 1: 0 to 999 computer 2: 999 to 0
They would meet in the middle, where ever this middle is.
So it would be much easier with
#game-sunrise - time scale 1000 - 35 seconds Initial_Frame=0 Final_Frame=1049 Initial_Clock=60000 Final_Clock=95000 Initial_Task=487 Final_Task=1049
So I have not to calculate the exact clock seting, when a computer sould continue a task after crashing at picture 487
#game-sunrise - time scale 1000 - 35 seconds Initial_Frame=0 Final_Frame=1049 Initial_Clock=60000 Final_Clock=95000 Initial_Task=1049 Final_Task=0
This would be the reverse calcualtion order. Starting with picture 1049 and going down 1048..1047
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231 | Image format | Feature Request | 3.70 RC3 | Very Low | Low | Number of digits in file name at an animation | Closed | |
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Task Description
There is a long animation to render.
computer 1 should render 0..799 computer 2 should render 800..1599
And after this, You have a bad surprise with the filenames.
animation799.png animation0800.png
There should be a seting how many digits a file name in an animation should have.
This avoids, that there are series of pictures with 3 and other with 4 digit filenames.
BTW: All the experiences for this feature requests had been made during producing http://roland.pege.org/2011-gusi-peace-prize/calculation-error.htm
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240 | Geometric Primitives | Feature Request | 3.70 RC3 | Very Low | Low | Object for efficient automatic periodic pavement | Tracked on GitHub | |
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Task Description
Whenever some object is to be periodically repeated in some kind of grid, you can achieve this with macros, but it a) wastes a lot of resources
even if object references are implemented in the future, wrapper with its own transformation matrix still takes space and bookkeeping
b) is not infinite
annoying when making infinite planar tiling with arbitrary objects
like an approximate water surface or tiling with real bricks
or anything that needs to extend to horizon
c) is not optimized for periodicity
I think it can be very efficiently implemented as an object that takes a finite object argument (like CSG functions) and can be periodic in either 1D,2D or (possibly dangeorous?) 3D with specified period. In each dimension, the number of repetitions can be any integer or even infinity (or max_int). Something like periodicity <2,2,Infinity> 2 copies in 1 direction, 2 in the other, infinite in the third grid_separation <1,2,2> 1 unit size in first direction, 2 unit sizes in the other two
All the code needs to do is raytrace in the current unit cell and if the ray passes uninterrupted, pass it through the neighbouring unit cell (which means trace a translated ray through the same object). The object itself would just feel an additional clipping box, everything else would work seamlessly.
In case of infinite column of transparent object, max_trace stops the infinite loop anyway.
This is just a suggestion, I realize this is more of a long-term change but it is quite easy to implement and would simplify a large number of projects.
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245 | Other | Feature Request | All | Defer | Low | POVMS message queue can fill up with GB of data for ver... | Tracked on GitHub | |
Future release |
Task Description
With very fast renders and very large output files, the message queue can fill up because the producers are not limited by IO, while the consumer performance is limited by disk IO. Consequently, the message queue can fill up to exhaust all available memory. The solution is to build in some better control of pending output data in the message queue on the producer side. This will also pave the way for message communication over slow links (i.e. a network).
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247 | Other | Feature Request | 3.70 RC6 | Very Low | Low | Set no_radiosity in Screen_Object() | Closed | |
Future release |
Task Description
Suggestion:
In file screen.inc, have macro Screen_Object() set no_radiosity on the object.
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248 | Parser/SDL | Feature Request | Not applicable | Very Low | Low | Implement mechanism to compute direction of a spline | Tracked on GitHub | |
Future release |
Task Description
The SDL currently provides no way to compute the exact direction of a spline at a given location, even though mathematically this is a piece of cake: The first-order derivative of any spline section gives you the “speed” as a vector function, and is trivial to compute for polynomial splines (which are behind all spline types that POV-Ray supports); the normalized “speed” vector, in turn, gives the “pure” direction.
For exact direction/speed computations, I propose to extend the SDL invocation syntax as follows to allow for evaluating a spline’s derivative:
SPLINE_INVOCATION:
SPLINE_IDENTIFIER ( FLOAT [, SPLINE_TYPE] [, FLOAT] )
or
SPLINE_INVOCATION:
SPLINE_IDENTIFIER ( FLOAT [, FLOAT] [, SPLINE_TYPE] )
where the second FLOAT will specify the order of derivative to evaluate (defaulting to 0). In order to compute the position, direction, and acceleration of an object traveling along a certain spline, one could then for instance use:
#declare S = spline { ... }
#declare Pos = S(Time);
#declare VSpeed = S(Time,1);
#declare VAccel = S(Time,2);
#declare Dir = vnormalize(VSpeed);
#declare Speed = vlength(VSpeed);
#declare AccelDir = vnormalize(VAccel);
#declare GForce = vlength(VAccel) / 9.81;
Alternatively, a mechanism may be devised to create a spline representing another spline’s derivative; however, it would be debatable whether the syntax should be parameter-like (being an added information that could be overridden again when creating other splines from such a derived spline), or operation-like (converting the spline), and in the latter case how it should affect spline type (and consequently control points); so the spline invocation parameter approach might be more straightforward, with less potential surprises for the user.
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256 | Texture/Material/Finish | Feature Request | 3.70 RC6 | Very Low | Low | CSG texturing modes | Tracked on GitHub | |
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Task Description
At times, the current method of specifying texture for CSG components and compounds is restricting. The issue pops up now and then, see e.g.
http://news.povray.org/povray.pov4.discussion.general/thread/%3Cweb.4799def8e1857b77c150d4c10%40news.povray.org%3E/
http://news.povray.org/povray.general/thread/%3Cweb.4fc892634f065c00e32b83540@news.povray.org%3E/
http://news.povray.org/povray.general/thread/%3Cweb.5073e9f7dae1fbb2d97ee2b90%40news.povray.org%3E/
There should be a new CSG option “texture_mode” or similar, which could take one of the following values:
preserve (the current behavior) cutaway (the current behavior when specifying cutaway_textures) override (replace all individual textures with compound texture) layer (layer the compound texture over the existing textures)
and possibly, more involved
modify/merge: if both element and compund textures are simple, i.e. not layered or mapped, override all default values of the element textures with the values from the compound texture. The idea would be to, e.g., have the elements already pigmented but then apply common normal or finish properties.
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