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I loved POV-Ray in the 1990s and early 2000s. The thing is—it’s ridiculous to try and make something remotely complicated or organic with POV-Ray, unless you are using some modeling program that can export to POV-Ray format. POV-Ray scenes were dominated by procedural textures and geometric primitives, for the most part. The rendering engine was very strong, and supported all sorts of features like area lighting, depth of field, motion blur, global illumination, caustics, volumetric lighting, etc. All of these were supported way back in the day before they became more common in other engines, and of course, using these features made your render times horrific back on early-2000s single-CPU machines. The way a lot of us did modeling in POV-Ray was with a pencil and some graph paper. Without a good modeling program, you were setting yourself up for a ton of work. So I’d try to get the most out of simple models, and make it look as good as possible with lighting. Funny enough, if you are used to CSG then you may need some time to adapt to modern workflows. Blender supports CSG, of course, but there are some caveats that you should pay attention to. |
My longest render was 50 hours for a single 640x480 image, with caustics and area lighting. 50 hours of a Pentium 100 MHz buzzing near my bed.