From: quinn at necro.ugcs.caltech.edu (Quinn Dunkan)
Date: 9 Apr 1999 18:40:20 GMT
Subject: povray.py
References: <__YN2.30200$FZ5.11443@news.rdc1.sfba.home.com> <y0jpv5hx606.fsf@vier.idi.ntnu.no> <m3bth1wk8b.fsf@solo.david-steuber.com> <slrn7go62n.f5i.quinn@cruzeiro.ugcs.caltech.edu> <370E4F3E.F9C2CD07@lockstar.com>
Message-ID: <slrn7gsick.14q.quinn@necro.ugcs.caltech.edu>
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X-UID: 1349                                                  

On 09 Apr 1999 09:07:30 PDT, Mordy Ovits <movits at lockstar.com> wrote:
>Quinn Dunkan wrote:
>> Well, I don't have RenderMan, but I did write a pov.py module.  It does
>> basically what you described, and eventually I'm going to add animation
>> features and basic physics (the ocaml module I wrote before did that) and
>> stuff like "magic" transforms that align one object with another, spline
>> curves etc.  I've designed some scenes in it, and it's wordier than pov, but
>> has all the benefits of a real language.  It doesn't do the new halo syntax
>> because the pov people have yet to release an updated unix version
>> (grumblegripegrunt).  It's incomplete, and written when I was first learning
>> python, and I haven't worked on it for a while, but I'll send it to anyone
>> interested.  Perhaps we could collaborate?
>
>I'd like a copy of your pov.py module, please.  I'm an experienced Python
>programmer, and raytracing hobbyist.  If I made any additions to it, I'd gladly
>send them along to you.
>Thanks!
>Mordy

pov.py v0.0:
http://www.calarts.edu/~elaforge/pov/

I guess it's released now :)

Also, the pov people just released pov 3.1e for linux, so what I said before
is no longer accurate.




