POV-Ray : Newsgroups : povray.binaries.images : How OBJuvPOV Works Server Time
13 Nov 2024 03:49:13 EST (-0500)
  How OBJuvPOV Works (Message 1 to 5 of 5)  
From: alphaQuad
Subject: How OBJuvPOV Works
Date: 25 Sep 2007 10:15:01
Message: <web.46f917018530a1c6c5f6b98e0@news.povray.org>
How OBJuvPOV Works

Options:
Select Mesh2 (Mesh crashes on write attempt)

Rewrite line: "normal_indices{"
to: uv_indices {

and delete:
uv_indices {
<-1,-1,-1>, ....
}

uv indices were written to normal_indices {}.

normal_indices {} are optional if the number of normals are equivalent to
vertices.

No map name in .obj files. Assign maps manually.

added:
cam angle
floor
sky
scale <>
matrix <>


So far without calculating normals, mesh lines disappear in low lighting and
ambient 1.0.

Today I'll compile an .inc reader that will calc normals, which should
(hopefully) allow more lighting.

Obj Models (if you create a login):
https://www.daz3d.com/
Victoria is so ugish and manly, they they put her hair in her face (just a
guess). I'll post her too when I can get her dress on.

Example (inc available on request):
#declare OBJuvPOVmaxX =  .0685982;
#declare OBJuvPOVminX = -.0685982;
#declare OBJuvPOVmaxY =  .38172299;
#declare OBJuvPOVminY = -.0120418;
#declare OBJuvPOVmaxZ =  .498137;
#declare OBJuvPOVminZ = -.32211101;
#include "metals.inc"
#include "colors.inc"
camera {
    location < 0 , 0.184840595 ,-1.552483025 >
    look_at < 0 , 0.184840595 , 0.0 >
    angle 15
}
light_source { <-0.342991 , 1.90861495 ,-1.61055505 > Gray20}
light_source { < 0.342991 , 1.90861495 ,-1.61055505 > Gray10}

#declare sky_blue =
sky_sphere {
    pigment {
        gradient y
        color_map {
          [0.0 rgb <0.6,0.7,1.0>]
          [0.7 rgb <0.4,0.5,0.8>]
        }
    }
}
sky_sphere { sky_blue }
#declare fl_chrome1c =
plane { y, 0.075 texture { T_Chrome_1C }
}
object { fl_chrome1c }

#declare OBJuvPOV_Texture = texture
{
    pigment
    {
        image_map
        {
            png "GreyTabby"
        }
    }
    finish
    {
      ambient 1
      //diffuse 0.8
    }
}
#declare OBJuvPOV_Texture_OBJuvPOVTeeth = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVCornea = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVIris = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVPupil = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVEyeWhite = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVWhiskers = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVEyeRim = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVFootPads = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVFur = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVClaws = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVInnerEar = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVInnerMouth = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVTongue = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVNose = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVNostrils = texture {OBJuvPOV_Texture}

#declare Cat =
union
{
    #include "cat.inc"
}
object {
Cat
scale <.6,.6,.6>
matrix <0.7071,0.0,0.7071,0.0,1.0,0.0,-0.7071,0.0,0.7071,0,0.08,0>
//matrix <1.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,1.0,0.0,0.08,0.0>

}


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Attachments:
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Preview of image 'cat.jpg'
cat.jpg


 

From: Thomas de Groot
Subject: Re: How OBJuvPOV Works
Date: 26 Sep 2007 03:57:36
Message: <46fa10f0$1@news.povray.org>
Hmmm... Why not use Poseray? (see also my comment in the Victoria thread)

By the way, the cat is walking on its toes!! This is definitely not a 
natural pose  :-)

Thomas


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From: alphaQuad
Subject: Re: How OBJuvPOV Works
Date: 26 Sep 2007 18:10:01
Message: <web.46fad72e624abd65d091d5c70@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> Hmmm... Why not use Poseray? (see also my comment in the Victoria thread)
>
> By the way, the cat is walking on its toes!! This is definitely not a
> natural pose  :-)
>
> Thomas

oh right, thanks. I probably need to look at some examples of script for
tansparency and bump.

how does mesh deformation work from this point?
doesnt one need a skeleton defined for that?
any help to read on that?

still much to learn here

Poseray? searching for info ...


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From: Thomas de Groot
Subject: Re: How OBJuvPOV Works
Date: 27 Sep 2007 03:21:56
Message: <46fb5a14$1@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> schreef in bericht 
news:web.46fad72e624abd65d091d5c70@news.povray.org...
>
> Poseray? searching for info ...
>


Sorry. Should have added FlyerX's site: http://mysite.verizon.net/sfg0000/

Thomas


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From: alphaQuad
Subject: Re: How OBJuvPOV Works
Date: 27 Sep 2007 10:50:00
Message: <web.46fbbeab624abd65ac60c46d0@news.povray.org>
since we are on the subject of bump, here is the bump example I got working
from
..... dangit cant locate original work or I would give credit here.

from fabric.pov


/*
A fabric bump map is used to shade the surface (see fabricbumps.pov)
Then, a checkerboard is overlayed using alternating patterns of H_streaks
and V_streaks. */


#declare fabric = texture {
  pigment { checker pigment { H_streaks } pigment { V_streaks } scale
0.5*0.17 }
  normal { bump_map { gif "fabricbumps.gif" bump_size 10 } scale 0.17 }
  finish { diffuse 0.8 specular 0.2 }
}


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Attachments:
Download 'fabric.jpg' (258 KB)

Preview of image 'fabric.jpg'
fabric.jpg


 

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