POV-Ray : Newsgroups : povray.newusers : How can I export POV-Ray scene to Moray? : Re: How can I export POV-Ray scene to Moray? Server Time
2 Jul 2024 11:36:36 EDT (-0400)
  Re: How can I export POV-Ray scene to Moray?  
From: Alain
Date: 21 Apr 2011 19:28:59
Message: <4db0bdbb$1@news.povray.org>

> "Robert McGregor"<rob### [at] mcgregorfineartcom>  wrote:
>> "gregtom6"<gre### [at] freemailhu>  wrote:
>>> Hy everybody!
>>>
>>> How can I export POV-Ray scene to Moray? It is important, since I can't use
>>> POV-Ray.
>>> I created an area_light, what lights an object. I translated the object in
>>> Moray, but I can't see anywhere, and can't light that(because I can't see, where
>>> that can be) According to coordinates, maybe I should see, but I can't.
>>
>> You should start with something basic in POV-Ray and get the feel for how the
>> coordinate system works.
>>
>> Try putting your object at the origin<0,0,0>  and make sure your camera is
>> looking at<0,0,0>, then move your light somewhere close by, say<-10, 10, -10>
>> and try rendering that... maybe set the background color to rgb 0.5 - you
>> /should/ be able to see something.
>>
>> Also, /read/ the POV-Ray documentation and examine some of the simple sample
>> scenes and figure it out; it really isn't that difficult once you get into it.
>>
>> Cheers,
>> Rob
>> -------------------------------------------------
>> www.McGregorFineArt.com
>
> Ok, but I must export POV-Ray scene to Moray now. I have a complex model in
> POV-Ray, and I want use in a Moray scene. What should I do?
>
>
>

On my part, I would import the Moray scene into POV-Ray, add the POV-Ray 
part and render it entirely in POV-Ray.

Anyway, start with a few quick tests as proposed. Those should not take 
to long.

Make sure that your POV scene is located at a known location, in a 
known, finite, volume, with a known orientation.
In Moray, pull the camera back enough that you will be able to see the 
whole scene "from the outside".

Merge in the Moray scene.
Move and rotate ONE of the scenes relative to the other so that the 
positioning and orientation are coerent.
Do that with the outside camera so that you have a global view.

Once you are satisfied, replace the camera where you want it. Do any 
fine adjustments that are needed.
Do a test render.
If OK, start your final render.



Alain


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