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alphaQuad wrote:
> I dont expect Poseray to run very well on Win98SE and my old Geforce2
>
> that helps alot as it shows how to make the "material" but alas all OBJuvPOV
> did was create a texture_list.
>
>
> Bangs the MATERIAL
>
> #declare p_map15=pigment {image_map{jpeg "UpDoMBr.jpg" interpolate 2
> transmit all 0 filter all 0} }
> #declare p_map16=pigment{image_map{jpeg "UpDoTr.jpg" interpolate 2 }}
> #declare Bangs__opaque=
> texture{ pigment{ p_map15}
> finish{specular 0.5902353 roughness 0.03641292 ambient rgb <0,0,0>
> diffuse 0.6 reflection{0 metallic} conserve_energy}}
> #declare Bangs_=
> material{
> texture{ pigment_pattern{ p_map16}
> texture_map{[0 pigment{Clear}]
> [1 Bangs__opaque]
> }}
> }
>
>
> and now seems an impossible monument to achieve materials applied the
> correct parts of the mesh from a texture_list and texture indexed to each
> face.
>
> texture != material
>
> looked for material_list - not found
>
Although PoseRay was not tested with Win98 you can download it and try
it. Most likely it will work as long as you have the latest drivers for
your card.
I do not understand why do you have to edit the materials and use it on
another mesh. PoseRay exports a complete scene with geometry, lights and
camera. It exports materials because they allow transparency effects.
Cannot define a glass texture and expect the light to bend inside of the
mesh surface.
FlyerX
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THen suddenly a whale swam under me and carried me to shore humming a tune.
Said the name of it was "put the material in a different place"
so I did
mesh2 {
....
uv_mapping
material{Bangs_}
}
and the results have been made possible by Thomas.
Thank you Thomas!
now that still leaves the problem of the head/eyebrows using different
materials.
with all body data listed as one. (except for texture-indexed faces)
so should the mesh-parts/indices/materials be listed separately in mesh2{}?
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FlyerX <fly### [at] yahoo com> wrote:
> I do not understand why do you have to edit the materials and use it on
> another mesh. PoseRay exports a complete scene with geometry, lights and
> camera. It exports materials because they allow transparency effects.
> Cannot define a glass texture and expect the light to bend inside of the
> mesh surface.
>
> FlyerX
ok Poseray is running, thank you FlyerX
but doing things the hardway one can learn so very much.
And much more code should be revealed with this app.
cool FlyerX rox
aQ
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"alphaQuad" <alp### [at] earthlink net> wrote in message
news:web.46fc0e8acc37018fac60c46d0@news.povray.org...
> cool FlyerX rox
:o) Welcome to the club!
~Steve~
> aQ
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"St." <dot### [at] dot com> wrote:
> "alphaQuad" <alp### [at] earthlink net> wrote in message
> news:web.46fc0e8acc37018fac60c46d0@news.povray.org...
>
>
> > cool FlyerX rox
>
> :o) Welcome to the club!
>
> ~Steve~
>
>
>
> > aQ
thanx steve,
a simple pov output of my v3.obj she was 180 reverse so I matrixed her back
around
hair tilted 2 degrees because of what seemed a high forehead
merged Thomas' material and up'd the ambient
alot needs setup in Poseray to achieve this image it seems.
and perhaps I need to experiment with daz exports, but I boot to another
drive to run directx8 which is a bit unstable here.
program closes, and no error messages appear.
Seems trace level was needed for hair to work
global_settings {
//This setting is for alpha transparency to work properly.
//Increase by a small amount if transparent areas appear dark.
max_trace_level 10
}
big improvement in the skin hair and eyebrows
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"alphaQuad" <alp### [at] earthlink net> wrote in message
news:web.46fc39a8cc37018fe18054de0@news.povray.org...
> big improvement in the skin hair and eyebrows
Oh, well done. She's looking much better! I haven't really played with
hair yet, but what I see is encouraging.
~Steve~
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well suddenly DAZ export doesnt crash and does NOT list all map files in the
..mtl export file, ARGH! it only listed the hair maps.
I still had to use Thomas's material.
I checked daz advanced export options to export everything but no maps for
her body appear in the mtl.
Thomas: tell me again all the steps you took to get a .mtl file exported
from DAZ with all the body maps.
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"alphaQuad" <alp### [at] earthlink net> schreef in bericht
news:web.46fc9bb2cc37018f653fab8a0@news.povray.org...
> well suddenly DAZ export doesnt crash and does NOT list all map files in
> the
> ..mtl export file, ARGH! it only listed the hair maps.
>
> I still had to use Thomas's material.
>
> I checked daz advanced export options to export everything but no maps for
> her body appear in the mtl.
>
> Thomas: tell me again all the steps you took to get a .mtl file exported
> from DAZ with all the body maps.
>
Hmm... let me see...
In the Export|Advanced section, I checked Collect Maps. I suppose that
should do the trick.
Thomas
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"alphaQuad" <alp### [at] earthlink net> schreef in bericht
news:web.46fbfde2cc37018fac60c46d0@news.povray.org...
>
> now that still leaves the problem of the head/eyebrows using different
> materials.
> with all body data listed as one. (except for texture-indexed faces)
>
> so should the mesh-parts/indices/materials be listed separately in
> mesh2{}?
>
If you use Poseray, you do not need to move anything in the ..._geom.inc and
..._mat.inc files.
What is the problem? Eyebrows have their own material and that is used by
the mesh.
Thomas
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote:
> "alphaQuad" <alp### [at] earthlink net> schreef in bericht
> news:web.46fbfde2cc37018fac60c46d0@news.povray.org...
> If you use Poseray, you do not need to move anything in the ..._geom.inc and
> ..._mat.inc files.
> What is the problem? Eyebrows have their own material and that is used by
> the mesh.
>
> Thomas
there was a problem until PoseRay was running and it wrote a mesh2 for every
object and materials were applied:
#declare victoria001_=
union {
object{victoria001_SkinTorso_ uv_mapping material{SkinTorso_}}
etc .......
and OBJuvPOV had a single mesh2 for everything and texture-indexed faces,
was the logic problem in my head. that is all water under the bridge thanx
to PoseRay! um, flyerX that is
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