POV-Ray : Newsgroups : povray.binaries.images : Blender exporter now features smoke simultation export via DF3 Server Time
2 Jul 2024 22:47:09 EDT (-0400)
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From: LanuHum
Subject: Re: Blender exporter now features smoke simultation export via DF3
Date: 22 Feb 2015 18:30:01
Message: <web.54ea65c2d9092e537a3e03fe0@news.povray.org>
Further, nodes will be used for creation of isosurface
For this purpose I connected cycles to use script nodes
In the Blender we create bound-box, we appoint to it isosurface properties, we
connect the text with a formula


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From: Mr
Subject: Re: Blender exporter now features smoke simultation export via DF3
Date: 25 Feb 2015 13:05:01
Message: <web.54ee0daad9092e53657e7dfe0@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> Further, nodes will be used for creation of isosurface
> For this purpose I connected cycles to use script nodes
> In the Blender we create bound-box, we appoint to it isosurface properties, we
> connect the text with a formula

All the nodes should be accessible to the user with POV-Ray set as the renderer.
and the nodes of other renderers not used should also be hidden to avoid making
the interface more confusing than it already is. also the preview update
should either be manual or switch of the editor by itself to avoid its popping
up at every parameter change.


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From: LanuHum
Subject: Re: Blender exporter now features smoke simultation export via DF3
Date: 2 Mar 2015 14:35:01
Message: <web.54f4ba5cd9092e537a3e03fe0@news.povray.org>
"Mr" <nomail@nomail> wrote:
>
> All the nodes should be accessible to the user with POV-Ray set as the renderer.
> and the nodes of other renderers not used should also be hidden to avoid making
> the interface more confusing than it already is. also the preview update
> should either be manual or switch of the editor by itself to avoid its popping
> up at every parameter change.

Where you see nodes of other renderer?
Script? This of nodes will be used for isosurface, but if it can't be done, I
will do without it. :)

When we are able to test a smoke? :)


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


 

From: Mr
Subject: Re: Blender exporter now features smoke simultation export via DF3
Date: 3 Mar 2015 16:05:03
Message: <web.54f6217dd9092e53f66186630@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:

> Where you see nodes of other renderer?

I couldn't see the povray nodes in the rolldown untill i had assigned Cycles as
a renderer and made the material use nodes. Then switching back to POV, the
nodes were there to chose from.


> When we are able to test a smoke? :)

it's already in the source


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From: LanuHum
Subject: Re: Blender exporter now features smoke simultation export via DF3
Date: 6 Mar 2015 16:25:01
Message: <web.54fa1a68d9092e537a3e03fe0@news.povray.org>
"Mr" <nomail@nomail> wrote:
> "LanuHum" <Lan### [at] yandexru> wrote:
> > When we are able to test a smoke? :)
>
> it's already in the source

Oops :(
//----------------------------------------------
//--Exported with POV-Ray exporter for Blender--
//----------------------------------------------

#version 3.7;

//--Global settings--

global_settings {
    assumed_gamma 1.0
    max_trace_level 5
    ambient_light rgbt<0, 0, 0,1>
}

//--Custom Code--

#declare CURFRAMENUM = 42;
//#include "/home/user/directory/animation_include_file.inc"

//--Patterns Definitions--


 #declare PAT_Flame =
pigment {
}

#declare fPAT_Flame=
function{pigment{PAT_Flame}}



 #declare PAT_Smoke_Density =
pigment {
}

#declare fPAT_Smoke_Density=
function{pigment{PAT_Smoke_Density}}



//--Background--

background {rgbt<0.00971, 0.271, 0.985, 0>}

//--Cameras--

#declare camLocation  = <7.481132, 5.343666, 6.507640>;
#declare camLookAt = <-27.098163, 46.688390, -0.903519>;
camera {
    location  <0, 0, 0>
    look_at  <0, 0, -1>
    right <-1.7777777777777777, 0, 0>
    up <0, 1, 0>
    angle  49.134343
    rotate  <-27.098163, 46.688390, -0.903519>
    translate <7.481132, 5.343666, 6.507640>
}

//--Lamps--

light_source {
    < 0,0,0 >
    color rgb<2, 2, 2>
    fade_distance 14.999991
    fade_power 2
    matrix <-0.290865, -0.055189, -0.955171,  -0.771101, 0.604525, 0.199883,
0.566393, 0.794672, -0.218391,  4.076245, 5.903862, -1.005454>
}
#declare lampTarget1= vrotate(<-4.076,-1.005,-5.904>,<0.6503,0.05522,1.866>);

//--Material Definitions--

#default{ pigment{ color rgb 0.8 }}
#declare shader_ = finish {  //translation of spec and mir levels for when no
map influences them
    diffuse 0.8
    phong 70.0
}

#declare shader_Smoke_Domain_Material = finish {  //translation of spec and mir
levels for when no map influences them
    brilliance 1.8
    phong 0.5
    phong_size 25.2
    diffuse 0.8 0
    ambient 1
    emission 0
    conserve_energy
}

#declare shader_Smoke_Domain_Material0 = finish {  //No specular nor Mirror
reflection
    brilliance 1.8
    specular 0
    diffuse 0.8 0
    ambient 1
    emission 0
    conserve_energy
}

#declare shader_Smoke_Domain_Material1 = finish {  //Maximum Spec and Mirror
    specular 1
    diffuse 0.8 0
    ambient 1
    emission 0
    conserve_energy
}


//--Mesh objects--

//--Smoke--

box{<-1,-1,-1>, <1, 1, 1>
    pigment{ rgbt 1 }
    hollow
    interior{ //---------------------
        media{ method 3
               emission <1,1,1>*1
               scattering{ 1, // Type
                  <1,1,1>*0.1
                } // end scattering
                density{density_file df3
"/home/leonid/bin/bin-2.73a/bin/2.73/scripts/addons/render_povray/preview/smoke.df3"
                        color_map {
                        [0.00 rgb 0]
                        [0.05 rgb 0]
                        [0.20 rgb 0.2]
                        [0.30 rgb 0.6]
                        [0.40 rgb 1]
                        [1.00 rgb 1]
                       } // end color_map
               } // end of density
               samples 32 // higher = more precise
         } // end of media --------------------------
    } // end of interior
scale<6,6,6>
translate<-1,-1,-1>
matrix <2.000000, 0.000000, 0.000000,  0.000000, -0.000000, -2.000000,
0.000000, 3.000000, -0.000000,  0.000000, 1.000000, -0.000000>
}

No smoke!


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


 

From: LanuHum
Subject: Re: Blender exporter now features smoke simultation export via DF3
Date: 11 Mar 2015 14:40:00
Message: <web.55008a64d9092e537a3e03fe0@news.povray.org>
Excellent quality at resolution = 128. Time: 18 minutes
But, manual adjustment of scale is required:

                file.write("scale<%.4g,%.4g,%.4g>\n" % (domdim/6, domdim/6,
(domdim/4)*1.25))
                file.write("translate<%.4g,%.4g,%.4g>\n" % (bbox[0][0],
bbox[0][1], bbox[0][2]))
                writeMatrix(global_matrix * smoke_obj.matrix_world)
                file.write("}\n")


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Attachments:
Download 'smoke_good.jpg' (80 KB)

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smoke_good.jpg


 

From: Mr
Subject: Re: Blender exporter now features smoke simultation export via DF3
Date: 12 Mar 2015 03:35:01
Message: <web.550140c4d9092e5316086ed00@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> Excellent quality at resolution = 128. Time: 18 minutes
> But, manual adjustment of scale is required:
>
>                 file.write("scale<%.4g,%.4g,%.4g>\n" % (domdim/6, domdim/6,
> (domdim/4)*1.25))
>                 file.write("translate<%.4g,%.4g,%.4g>\n" % (bbox[0][0],
> bbox[0][1], bbox[0][2]))
>                 writeMatrix(global_matrix * smoke_obj.matrix_world)
>                 file.write("}\n")

Great! could you provide me the scene for testing the bug to fix please?
I sent you an email you can answer.


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From: LanuHum
Subject: Re: Blender exporter now features smoke simultation export via DF3
Date: 12 Mar 2015 13:00:00
Message: <web.5501c5c8d9092e537a3e03fe0@news.povray.org>
"Mr" <nomail@nomail> wrote:

> Great! could you provide me the scene for testing the bug to fix please?
> I sent you an email you can answer.

I sent :)


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From: LanuHum
Subject: Re: Blender exporter now features smoke simultation export via DF3
Date: 12 Mar 2015 13:20:00
Message: <web.5501c9bfd9092e537a3e03fe0@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> "Mr" <nomail@nomail> wrote:
>
> > Great! could you provide me the scene for testing the bug to fix please?
> > I sent you an email you can answer.
>
> I sent :)

I forgot to report another.
Parsing of the file in Blender happens vaguely long time.
I use Geany (small IDE) where parsing happens for some seconds, the render comes
to an end, and to Blender still there is a parsing :(
???


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From: LanuHum
Subject: Re: Blender exporter now features smoke simultation export via DF3
Date: 5 Apr 2015 04:10:01
Message: <web.5520ed80d9092e537a3e03fe0@news.povray.org>
Mr, I see you corrected scale, thanks!
I recommend to make change:
If smoke objects > 1 ????
smokePath = os.path.join(previewDir, "smoke_%s.df3"%povName)
Also
smoke_type == 'COLLISION' has to be visible
I would write so:
        renderEmitter = True
        for mod in ob.modifiers:
            if mod and hasattr(mod, 'smoke_type'):
                if (mod.smoke_type == 'DOMAIN'):
                    exportSmoke(ob.name)
                    renderEmitter = False
                break


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