POV-Ray : Newsgroups : moray.win : Re: SeaShell Plugin Server Time
24 Jun 2024 08:16:57 EDT (-0400)
  Re: SeaShell Plugin (Message 11 to 16 of 16)  
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From: Thomas de Groot
Subject: Re: SeaShell Plugin
Date: 15 Jun 2003 10:28:03
Message: <3eec8273@news.povray.org>
Philippe,
All fine concerning your priorities and comments.
Just one thing concerning the mesh2. As you know, you can make mesh2
textures in Moray 3.5 (in fact without 'material'). However, if you select
such a texture for the SeaShell, an error is generated in POV saying:

material { T <----ERROR
Parse error: no matching } in 'material', undeclared identifier 'T' found
instead

In fact, in the pov file of the scene, the mesh2 texture is defined as a
material and not as a texture (while it is so in the inc file). Ah! and
underscores are not suported (but I should have known this, I think).
If you change the POV file, the scene renders ok.

Thomas


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From: Philippe Gibone
Subject: Re: SeaShell Plugin
Date: 15 Jun 2003 12:17:22
Message: <3eec9c12$1@news.povray.org>
> Just one thing concerning the mesh2. As you know, you can make mesh2
> textures in Moray 3.5 (in fact without 'material').
Sorry but I don't use Moray 3.5 yet.

In Moray 3.3 you can check 'this is a mesh2 texture', then Moray generates a
texture, not a material (not sure this is the problem, though)

Inside the lua plugin, I have no problem defining a "material" for the
"texture" of my mesh2, and a "texture" for the "interior_texture", but I
have to be carefull when I choose them !

Philippe


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From: Thomas de Groot
Subject: Re: SeaShell Plugin
Date: 16 Jun 2003 02:49:20
Message: <3eed6870@news.povray.org>
"Philippe_Gibone" <Ph.### [at] wanadoofr> schreef in bericht
news:3eec9c12$1@news.povray.org...
>
> In Moray 3.3 you can check 'this is a mesh2 texture', then Moray generates
a
> texture, not a material (not sure this is the problem, though)
==> yes it is, in the case of a mesh2 texture made in Moray: when you open
the generated pov file, you see that it is a 'material' that is called for,
with the name of a 'texture', hence the error call from POV.
Example:
TUVMesh is checked in Moray (3.3 or 3.5) as a mesh2 'texture' and so does
not bear the term 'material'.
Rendering generates an error in POV. Opening the pov file, this is what is
written:
        material { TUVMesh }
So, there is a contradiction: POV expects a 'material' but only sees a
'texture'.
Changing manually 'material' into 'texture' solves the problem. But it is a
workaround.

> Inside the lua plugin, I have no problem defining a "material" for the
> "texture" of my mesh2, and a "texture" for the "interior_texture", but I
> have to be carefull when I choose them !
==> It seems to be better to stick to 'material', but I wonder what would
happen if you develop further towards uv-mapping etc. As far as I can see in
Moray, you cannot put a 'material' on a mesh2 object, nor a mesh2 'texture'
on a regular object... This is somewhat confusing I think...

Thomas


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From: Thomas de Groot
Subject: Re: SeaShell Plugin
Date: 16 Jun 2003 05:13:53
Message: <3eed8a51@news.povray.org>
"Philippe_Gibone" <Ph.### [at] wanadoofr> schreef in bericht
news:3eec9c12$1@news.povray.org...
> Inside the lua plugin, I have no problem defining a "material" for the
> "texture" of my mesh2, and a "texture" for the "interior_texture", but I
> have to be carefull when I choose them !

How do you do this? I mean especially the 'interior_texture'? I experimented
a little (in Moray it is not implemented as far as I can see, I asked Lutz
if he could though) and adding the command in POV results also in errors...

Thomas


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From: Philippe Gibone
Subject: Re: SeaShell Plugin
Date: 16 Jun 2003 13:48:23
Message: <3eee02e7@news.povray.org>
Hi Thomas

I don't see the post i wrote this morning, so, I do it again, sorry if you
have allready seen it

  pov:write("interior_texture{", gsub(self.TextureInterior, "%s", "%_"),"}")
  pov:texture(gsub(self.Texture, "%s", "%_") )

The first line will generate a line in pov :
"interior_texture{TextureInterior}"
The second line will generate a line in Pov like material {Texture}

(The call to gsub avoid the spaces in the name of the texture)

But TextureInterior MUST be a texture and Texture MUST be a material (sorry
for shouting ;-)

HTH

Philippe Gibone



news:3eed8a51@news.povray.org...
>
> "Philippe_Gibone" <Ph.### [at] wanadoofr> schreef in bericht
> news:3eec9c12$1@news.povray.org...
> > Inside the lua plugin, I have no problem defining a "material" for the
> > "texture" of my mesh2, and a "texture" for the "interior_texture", but I
> > have to be carefull when I choose them !
>
> How do you do this? I mean especially the 'interior_texture'? I
experimented
> a little (in Moray it is not implemented as far as I can see, I asked Lutz
> if he could though) and adding the command in POV results also in
errors...
>
> Thomas
>
>


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From: Thomas de Groot
Subject: Re: SeaShell Plugin
Date: 21 Jun 2003 03:12:22
Message: <3ef40556@news.povray.org>
Thanks a lot Philippe!
Just opened my mail, so have not had time to experiment further. But looks
good!
thanks for shouting  ;-))

Thomas


"Philippe_Gibone" <Ph.### [at] wanadoofr> schreef in bericht
news:3eee02e7@news.povray.org...
> Hi Thomas
>
> I don't see the post i wrote this morning, so, I do it again, sorry if you
> have allready seen it
>
>   pov:write("interior_texture{", gsub(self.TextureInterior, "%s",
"%_"),"}")
>   pov:texture(gsub(self.Texture, "%s", "%_") )
>
> The first line will generate a line in pov :
> "interior_texture{TextureInterior}"
> The second line will generate a line in Pov like material {Texture}
>
> (The call to gsub avoid the spaces in the name of the texture)
>
> But TextureInterior MUST be a texture and Texture MUST be a material
(sorry
> for shouting ;-)
>
> HTH
>
> Philippe Gibone
>
>

> news:3eed8a51@news.povray.org...
> >
> > "Philippe_Gibone" <Ph.### [at] wanadoofr> schreef in bericht
> > news:3eec9c12$1@news.povray.org...
> > > Inside the lua plugin, I have no problem defining a "material" for the
> > > "texture" of my mesh2, and a "texture" for the "interior_texture", but
I
> > > have to be carefull when I choose them !
> >
> > How do you do this? I mean especially the 'interior_texture'? I
> experimented
> > a little (in Moray it is not implemented as far as I can see, I asked
Lutz
> > if he could though) and adding the command in POV results also in
> errors...
> >
> > Thomas
> >
> >
>
>


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