POV-Ray : Newsgroups : povray.newusers : Skull Model : Re: Skull Model Server Time
30 Jul 2024 16:27:18 EDT (-0400)
  Re: Skull Model  
From: Stephen McAvoy
Date: 1 Jan 2004 11:37:29
Message: <eui8vvcb9m5cfdsjc48n7l8kn8b6vr57ae@4ax.com>
On Wed, 31 Dec 2003 15:26:21 -0800, "Carl Hoff" <hof### [at] wtnet> wrote:

>Ok... I've played with both models now and I've also posted a picture of the
>skull model Ken gave me over in the 'images' area.
>
>(1) See the small triangular hole at the very top of the skull?  What is the
>best way to fill that?

You will need to use a modeller such as 3DWings or ppmodler. Sorry I cant give
any help on this choice.  
>
>(2) PoseRay actually gives me MORE control over the Hellskul model.  The
>hellskull_pov_mat.inc file made by PoseRay contains these lines:
>
>#declare Bottom_teeth=texture{...}
>#declare Head_jaw=texture{...}
>#declare Top_teeth=texture{...}
>
>However the DtldSkul_pov_mat.inc file made by PoseRay just has the one:
>
>#declare Poseray_material= texture{T_Glass1}
>
>T_Glass1 being the texture I used for my post in the 'images' area.
>So how do I separate the jaw and the teeth?

If you use 3Dwin to convert the skulls it will separate the component parts.
IIRC earlier versions of PoseRay did this as well, but they only imported obj
files. This messing around is the price we have to pay for not buying commercial
products.
I use both 3DWin and PoseRay as they have different properties that complement
each other. BTW 3DWin is shareware and the demo version does not export
materials. Since the meshes do not come with any this should not be a problem in
this case.

Regards
        Stephen


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