Difference between revisions of "Knowledgebase:Tutorials"

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<p class="Hint">A listing of various tutorial sites in alphabetical order.</p>
 
<p class="Hint">A listing of various tutorial sites in alphabetical order.</p>
*[http://www.3dcafe.com/wrapper/ 3D Cafe's Free Stuff]
+
*[https://web.archive.org/web/20060527140924/http://www.3dcafe.com/wrapper/ 3D Cafe's Free Stuff]
:<p>Tutorials covering many modelling programs plus a couple related to POV-Ray animations. Also contains large number of downloadable 3D models, but not in POV-Ray format and texture maps.</p>
+
:<p>Tutorials covering many modelling programs plus a couple related to POV-Ray animations. Also contains large number of downloadable 3D models, but not in POV-Ray format and texture maps.[http://www.3dcafe.com/3d-tutorials ALTERNATE LINK]</p>
  
 
*[http://visualmagic.awn.com/nov98/explom.html Anatomy of an Explosion]
 
*[http://visualmagic.awn.com/nov98/explom.html Anatomy of an Explosion]
 
:<p>A discussion on modelling explosions using computer graphics animation techniques by Bradon Davis. (Not POV-Ray specific).</p>
 
:<p>A discussion on modelling explosions using computer graphics animation techniques by Bradon Davis. (Not POV-Ray specific).</p>
  
*[http://visualmagic.awn.com/nov98/explom.html Anatomy of a sprite]
+
*[http://ja2v113.pbworks.com/w/page/28015925/Anatomy%20of%20a%20sprite Anatomy of a sprite]
 
:<p>A tutorial on creating video game sprites. Includes a POV-Ray example.</p>
 
:<p>A tutorial on creating video game sprites. Includes a POV-Ray example.</p>
  
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:<p>Programmers resource, a number of old graphics programming related docsuments (1999).</p>
 
:<p>Programmers resource, a number of old graphics programming related docsuments (1999).</p>
  
*[http://spanky.triumf.ca/www/fractint/lsys/tutor.html FRACTINT L-systems tutorial]
+
*[http://www.nahee.com/spanky/www/fractint//lsys/tutor.html FRACTINT L-systems tutorial]
 
:<p>An L-System tutorial by William McWorter that quickly covers the basics and a number of applications, such as for generating plants and tiled textures. (Not POV-Ray specific).</p>
 
:<p>An L-System tutorial by William McWorter that quickly covers the basics and a number of applications, such as for generating plants and tiled textures. (Not POV-Ray specific).</p>
  
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:<p>This site, written by Siddhartha Chaudhuri in 2002, tries to explain the basics of raytracing from a technical point of view.</p>
 
:<p>This site, written by Siddhartha Chaudhuri in 2002, tries to explain the basics of raytracing from a technical point of view.</p>
  
*[http://www.frontiernet.net/~imaging/ Imaging the Imagined : Modeling with Math &amp; a Keyboard]
+
*[http://web.archive.org/web/20110430174014/http://frontiernet.net/~imaging/ Imaging the Imagined : Modeling with Math &amp; a Keyboard]
 
:<p>The math, theory & practice of rendering, imaging, and animation.  Has some excellent interactive demonstrations to browse through. By Paul Flavin 2002.</p>
 
:<p>The math, theory & practice of rendering, imaging, and animation.  Has some excellent interactive demonstrations to browse through. By Paul Flavin 2002.</p>
  
*[http://www.ldraw.org/Article529.html LDraw SimCity 3000 Unlimited Tutorial]
+
*[http://wiki.ldraw.org/index.php?title=LDraw_to_SimCity_3000_Unlimited_Tutorial LDraw SimCity 3000 Unlimited Tutorial]
 
:<p>A tutorial describing how to import POV-Ray renderings (in this case of LDraw models) into SimCity 3000 Unlimited.</p>
 
:<p>A tutorial describing how to import POV-Ray renderings (in this case of LDraw models) into SimCity 3000 Unlimited.</p>
  
*[http://www.daylongraphics.com/products/leveller/hf.htm Leveller Documentation - About Heightfields]
+
*[https://web.archive.org/web/20081223072607/http://www.daylongraphics.com/products/leveller/hf.htm Leveller Documentation - About Heightfields]
 
:<p>A consice discussion on what height fields are and the technology behind their creation by Ray Gardener (2003).</p>
 
:<p>A consice discussion on what height fields are and the technology behind their creation by Ray Gardener (2003).</p>
  
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:<p>A discussion on the use of LParser based systems by C.J.van der Mark. POV-Ray has been used to generate many of the illustrations used in the tutorial.</p>
 
:<p>A discussion on the use of LParser based systems by C.J.van der Mark. POV-Ray has been used to generate many of the illustrations used in the tutorial.</p>
  
*[http://astronomy.swin.edu.au/~pbourke/modelling/cortex/ Modelling the Surface of the Human Cortex]
+
*[http://paulbourke.net/miscellaneous/cortex/ Modelling the Surface of the Human Cortex]
 
:<p>Informally describes a project aimed at generating a computer based surface model of a human cortex. By Paul Bourke 1997. (Not POV-Ray specific).</p>
 
:<p>Informally describes a project aimed at generating a computer based surface model of a human cortex. By Paul Bourke 1997. (Not POV-Ray specific).</p>
  
*[http://www.ldraw.org/Article528.html Polarized Glasses Tutorial]
+
*[http://wiki.ldraw.org/index.php?title=Polarized_Glasses_Tutorial Polarized Glasses Tutorial]
 
:<p>A tutorial describing how to render POV-Ray scenes (again of LDraw models) so that they can be viewed in 3D using polarized glasses.</p>
 
:<p>A tutorial describing how to render POV-Ray scenes (again of LDraw models) so that they can be viewed in 3D using polarized glasses.</p>
  
*[http://matkovic.com/anto/index.html SPatch_tutorial]
+
*[http://www.econym.demon.co.uk/shadowtut/index.htm POVRay Alpha Shadow Tutorial]
 +
:<p>A tutorial on creating shadows, for instance in video game sprites.</p>
 +
 
 +
*[https://web.archive.org/web/20021205075727/http://www.matkovic.com/anto/hmsp2.html SPatch_tutorial]
 
:<p>Modelling Human Heads.</p>
 
:<p>Modelling Human Heads.</p>
  
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:<p>Sick of hearing people name off algorithms that you should use, yet you have no clue what they are, much less how to implement them? Sick of people who won't take the time to explain algorithms and instead reference you to a book that you can't afford? Well, here's some info to help you out, for both the beginner and the advanced.</p>
 
:<p>Sick of hearing people name off algorithms that you should use, yet you have no clue what they are, much less how to implement them? Sick of people who won't take the time to explain algorithms and instead reference you to a book that you can't afford? Well, here's some info to help you out, for both the beginner and the advanced.</p>
  
*[http://www.imagecels.com/im04004.html#top1 Using 2D in a 3D World]
+
*[https://web.archive.org/web/20080517115835/http://www.imagecels.com/im04004.html Using 2D in a 3D World]
 
:<p>An interesting discussion on when to use 2D objects in your 3D scenes. The topic is not program specific so will apply to any 3D work that you may do.</p>
 
:<p>An interesting discussion on when to use 2D objects in your 3D scenes. The topic is not program specific so will apply to any 3D work that you may do.</p>
 
<p class="QTNavBar">End of Category: [[KB:POV-Ray Links Collection|Go Back to the Categories List]]</p>
 
<p class="QTNavBar">End of Category: [[KB:POV-Ray Links Collection|Go Back to the Categories List]]</p>
 
[[Category:POV-Ray Links Collection]]
 
[[Category:POV-Ray Links Collection]]

Latest revision as of 19:43, 3 November 2013

A listing of various tutorial sites in alphabetical order.

Tutorials covering many modelling programs plus a couple related to POV-Ray animations. Also contains large number of downloadable 3D models, but not in POV-Ray format and texture maps.ALTERNATE LINK

A discussion on modelling explosions using computer graphics animation techniques by Bradon Davis. (Not POV-Ray specific).

A tutorial on creating video game sprites. Includes a POV-Ray example.

Warp's CSG reference. Shows how the various CSG operations in POV-Ray work.

Programmers resource, a number of old graphics programming related docsuments (1999).

An L-System tutorial by William McWorter that quickly covers the basics and a number of applications, such as for generating plants and tiled textures. (Not POV-Ray specific).

This site, written by Siddhartha Chaudhuri in 2002, tries to explain the basics of raytracing from a technical point of view.

The math, theory & practice of rendering, imaging, and animation. Has some excellent interactive demonstrations to browse through. By Paul Flavin 2002.

A tutorial describing how to import POV-Ray renderings (in this case of LDraw models) into SimCity 3000 Unlimited.

A consice discussion on what height fields are and the technology behind their creation by Ray Gardener (2003).

A discussion on the use of LParser based systems by C.J.van der Mark. POV-Ray has been used to generate many of the illustrations used in the tutorial.

Informally describes a project aimed at generating a computer based surface model of a human cortex. By Paul Bourke 1997. (Not POV-Ray specific).

A tutorial describing how to render POV-Ray scenes (again of LDraw models) so that they can be viewed in 3D using polarized glasses.

A tutorial on creating shadows, for instance in video game sprites.

Modelling Human Heads.

General discussion on the computer generation of terrain using various techniques.

A brief tutorial on aspects of creating terrain in computer graphics applications. Not POV-Ray specific.

An Excellent introduction to Raytracing.

Sick of hearing people name off algorithms that you should use, yet you have no clue what they are, much less how to implement them? Sick of people who won't take the time to explain algorithms and instead reference you to a book that you can't afford? Well, here's some info to help you out, for both the beginner and the advanced.

An interesting discussion on when to use 2D objects in your 3D scenes. The topic is not program specific so will apply to any 3D work that you may do.

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