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RusHHouR wrote:
> So... there are NO ways of converting an object consisting of several shapes
> made in POV-Ray to .obj, .mdl, .3ds, .any-bigger-standard-type-of-mesh? The
> links section is funny. The conversion tools that doesnt have broken links
> hasnt developed since 1998...
>
> Why, WHY was I decieved to actually trying to learn the basics of this
> program. Its created contents are of no use to anyone outside the POV
> realms... To think I could have spent this time learning 3dsm or maya
> instead... Has anyone else ever had feelings such as these, or am I getting
> like banned now...? :)
>
> Man, Im just desillusionized or something. Was asked to do some structures
> for a game, which sounded like fun. Then, ummm.... like "what was that
> format again!?" Eh, just forget it...
>
> Cant some genious just make a pov-scene-to-single-mesh converter program.
> Please.
>
> Doh! :/
>
Very strange. When POV-Ray was first written, there were no .obj, .mdl
or .3ds formats. POV-Ray used its own format which developed into a
sophisticated programming language for scene design. Because of this
design, we are able to do amazing things with POV-Ray which can't be
done with traditional scanline algorithms working on polygon meshes. The
results can be breath-taking and are IMHO unrivaled in the scanline world.
POV-Ray is what it is. It models scenes accurately using mathematical
shapes and procedural textures. In many cases, it isn't possible to
translate this into polygons and if you try, you lose accuracy. Combine
this with the power of the scene development language and you find that
POV-Ray lets you model things that are almost impossible to model with a
conventional UI.
If you want to work with a commercial system, go ahead, but the
commercial systems can't handle the features that POV-Ray supports so
how can you expect to export from POV-Ray to the other formats? We make
no apologies for not being compatible with other programs. Translating
to those formats is not a matter of translating the data but rather
translating the mind-set. I can't expect any automated tool to be able
to handle it.
If you've learned POV-Ray, then you've learned a tremendous amount about
vectors, matrices, lighting, textures, shapes, transformations, cameras,
perspective, radiosity, constructive solid geometry, height fields,
isosurfaces and more. If you understand POV-Ray, you've already taken a
huge leap towards understanding other tools. If you understand the
other tools, you can still learn a lot from POV-Ray.
David Buck
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