POV-Ray : Newsgroups : povray.advanced-users : "Unwrap" a mesh object : Re: "Unwrap" a mesh object Server Time
3 Jul 2024 05:32:52 EDT (-0400)
  Re: "Unwrap" a mesh object  
From: SharkD
Date: 11 Apr 2009 00:19:59
Message: <49e01a6f$1@news.povray.org>
clipka wrote:
> SharkD <mik### [at] gmailcom> wrote:
>> I know it's possible to "unwrap" 3D meshes made in other applications
>> such that the resulting object is completely flat. See this for example:
>>
>> http://paperstarships.tengun.net/
>>
>> However, is it also possible to do this with POV-Ray objects
>> (specifically, polygonal or mesh-based ones)? The reason I ask is that I
>> have a mesh object with materials and so forth assigned to it, and I
>> would like to "fabricate" a texture for it that I can then import into
>> another program.
> 
> If I understand your problem correctly, you have a POV mesh object, with a POV
> procedural texture, both of which you want to import into some other modeller.
> 
> I actually did (almost) exactly that for a TC-RTC shot:
> http://www.tc-rtc.co.uk/imagenewdisplay/stills/index185.html
> This is a checker-pattern composition of a POV-Ray shot and a rasterized version
> of the same scene. Note the marble textures The marble textures on the pawns:
> These are genuine POV textures, which for the rasterized pieces had to be
> "snapshot" into UV-mappable texture images.
> 
> Here's the workflow I used:
> 
> * My models were initially Wings 3D models; if you only have the POV meshes,
> PoseRay will probably help you extract them to, say, .obj format.
> 
> * Next step was to create a UV mapping for the models; if your models already
> have UV co-ordinates attached, then you can skip this one. Otherwise, Wings 3D
> or similar programs will happily support you with the task of generating a more
> or less low-distortion UV mapping. When done, export to .obj format again.
> 
> * Now we're heading for the fun part: I wrote a simple C# program that would
> parse an .obj file, and generate from it a POV scene with a host of triangles:
> Each placed normally in 3D space as described in the .obj files, equipped with
> the desired texture, and then individually pushed around and distorted to end
> up at the UV co-ordinates in the XY plane. Add an orthographic camera, render
> at high resolution, and voila - POV spits out a snapshot of the texture, ready
> to be UV-mapped to your .obj!
> 
> * As one last step, to make sure that no seams will be visible, load the texture
> into an image processing software, and "bleed" the triangle colours into the
> background.
> 
> 
> If you like, I'd be willing to make the C# program available.
> 
> 
> 

Awesome! That is *exactly* what I had in mind. Any chance of releasing 
that C# program? :)

-Mike

PS: I wonder how we could handle all the other possible OBJ texture 
types, such as specularity, glow, etc.?


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