A New Beginning
It's been a few years since my last post, and in that time I've not done much POV-Ray work of any kind. I've tried my hand with Blender a few times, and each time I went away frustrated because the interface takes a college degree's worth of studying to learn. I ain't got time for that.
It turns out that Blender has an entirely separate interface: Script files.
My reasons for jumping ship are two-fold. First, POV-Ray is based on a rendering approach that does not incorporate the advances in rendering that have taken place in the past thirty years (with the exception that if the system has a multi-core CPU, POV-Ray will make use of it). Second, POV-Ray is not well-designed for modelling organic shapes, unless those shapes are amenable to procedural generation; but if you want to make realistic-looking humans or animals, you're out of luck.
As a long-time POV-Ray scripter (30 years), I expect that a lot of the skills I developed for POV-Ray will carry over without any difficulty, but there are some other features of POV-Ray which have no equivalent in Blender. This is really to be expected; POV-Ray began as a hobbyist's project, and its primary user base has always consisted of hobbyists. More importantly it was designed for much lower-power machines, with the expectation that speed would be sacrified for quality. It may take longer for a sphere to render in POV-Ray than in Blender, but a POV-Ray sphere is a perfect geometric sphere, and not (as in Blender) a polyhedron mesh with a high polygon count. I've been led to know that I will very likely miss POV-Ray's constructive solid geometry feature.
Anyway, keep reading to learn more about this journey.
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