POV-Ray : Newsgroups : povray.binaries.images : GUI for Povray Server Time
28 Jun 2024 21:35:07 EDT (-0400)
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From: LanuHum
Subject: Re: GUI for Povray
Date: 22 Nov 2015 10:05:02
Message: <web.5651d94ec25a84d87a3e03fe0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
>
> but Blender still wouldn't be able to import
> the scene. Because my POV-Ray scene file wouldn't be the /output/ of a
> script. Instead, it would be /the script itself/.
>
> As long as POV-Ray doesn't have an export functionality, and Blender
> doesn't understand POV-Ray's scripting language, this will continue to
> be a gap that cannot be bridged.

I can try to write the importer, but he will turn out attached to my exporter.
:)


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From: LanuHum
Subject: Re: GUI for Povray
Date: 23 Nov 2015 09:40:00
Message: <web.565324ebc25a84d87a3e03fe0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 21-11-2015 21:27, LanuHum wrote:
> > I don't understand.
> > Why we can't create Povray scene.
> > Any problem?
>
> Forgive me, I need some confirmation: This is a Blender output of a
> POV-Ray scene code?
>
> --
> Thomas

Joke?
:)


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From: Thomas de Groot
Subject: Re: GUI for Povray
Date: 24 Nov 2015 03:09:05
Message: <56541b21$1@news.povray.org>
On 23-11-2015 15:38, LanuHum wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 21-11-2015 21:27, LanuHum wrote:
>>> I don't understand.
>>> Why we can't create Povray scene.
>>> Any problem?
>>
>> Forgive me, I need some confirmation: This is a Blender output of a
>> POV-Ray scene code?
>>
>> --
>> Thomas
>
> Joke?
> :)
>
Well, no; I had some difficulty in following the conversation and just 
thought that maybe you had 'cracked the code', so to speak :-)

-- 
Thomas


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From: LanuHum
Subject: Re: GUI for Povray
Date: 30 Nov 2015 13:10:03
Message: <web.565c8fdcc25a84d87a3e03fe0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 23-11-2015 15:38, LanuHum wrote:
> > Thomas de Groot <tho### [at] degrootorg> wrote:
> >> On 21-11-2015 21:27, LanuHum wrote:
> >>> I don't understand.
> >>> Why we can't create Povray scene.
> >>> Any problem?
> >>
> >> Forgive me, I need some confirmation: This is a Blender output of a
> >> POV-Ray scene code?
> >>
> >> --
> >> Thomas
> >
> > Joke?
> > :)
> >
> Well, no; I had some difficulty in following the conversation and just
> thought that maybe you had 'cracked the code', so to speak :-)
>
> --
> Thomas

Problem in that in Blender an axis which goes to the center of Earth -"Z"
All physical simulations are adjusted on it.
In Povray - "Y"
If users of Povray are ready to change in the scenes Y for Z, it is possible to
load a scene into the Blender.
Though, I don't understand, why all this is necessary if Blender is going to be
used only for miscalculation of physics.
All same for physics object has to be mesh.
It is possible to load into Blender only mesh, why to load all rest? Then again
to unload in Povray?


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From: Mr
Subject: Re: GUI for Povray
Date: 28 Dec 2015 08:35:01
Message: <web.56813a29c25a84d81905d9b80@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 22.11.2015 um 11:37 schrieb LanuHum:
> > clipka <ano### [at] anonymousorg> wrote:
> >>
> >> No, no, that's absolutely /not/ what I'm saying.
> >>
> >> What I'm saying is that Blender isn't suited for processing /existing/
> >> POV-Ray scenes.
> >
> > You speak about import of a scene Povray to the Blender? Sorry!
> > :)
> > But, for what it is necessary? Someone has many incomplete projects?
> > It would be desirable to see the .pov file which in your opinion can't be
> > connected with the Blender.
>
> Suppose I want to render a Menger Sponge with a piece of cloth draped
> over it.
>
> Now draping a piece of cloth over a geometric shape should be an easy
> thing to do in Blender, thanks to its cloth simulation. But in order to
> do this, you have to have the geometry first, in a format that Blender
> understands and can work with internally.
>
> Now a Menger Sponge is a pretty complex geometric shape, so I wouldn't
> want to model it by hand. But it can be easily described
> programmatically, and that's what POV-Ray excels at: Procedural creation
> of geometry. So POV-Ray would be my tool of choice to model a Menger Sponge.
>
> I'm sure Blender also provides features to create geometry
> programmatically; but I bet it uses an off-the-shelf scripting language
> that isn't custom-tailored to describing geometry (my bet would be
> Python), so it will be comparatively inefficient for the task, requiring
> a lot of boilerplate code. (Besides, it'll also be a language I don't
> know yet.) So I do want to stick to POV-Ray's scene description language.
>
> So here you have a case where I would want to create geometry in
> POV-Ray, then import that into Blender to do additional work on it, and
> finally export those additions back to POV-Ray to assemble the final scene.


The official version of the exporter, has now integrated many of LanuHum's
primitives, and an Avogadro importer also based on his work.

Except it replaced the creation of mesh spheres in molecules by PovSpheres, one
of the said primitives, this shows it's completely possible to develop what you
want: if you try using these pov primitives, only visible when the chosen
renderer is pov or uberpov, you'll notice they do have a mesh proxy to be
visible in the open gl view, with some degree of tesselation, BUT when rendered
are all really smooth and straight pov primitives... so when you feed an
avogadro pov scene to  blender with pov activated, and render it , you get what
you gave him, perfect sphere,that were never converted to coarse mesh, but
instead stayed pov objects all along, I didn't have the time to do it for the
cylinders of avogadro files, only their spheres as a proof of concept, but many,
primitives are supported on export and in theory, adding them to the importer
will enable this non destructive workflow more generally.


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From: LanuHum
Subject: Re: GUI for Povray
Date: 28 Dec 2015 09:50:00
Message: <web.56814bb7c25a84d87a3e03fe0@news.povray.org>
"Mr" <nomail@nomail> wrote:
>
> The official version of the exporter, has now integrated many of LanuHum's
> primitives, and an Avogadro importer also based on his work.
>

Thanks!


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From: LanuHum
Subject: Re: GUI for Povray
Date: 6 Jan 2016 07:35:06
Message: <web.568d09c0c25a84d87a3e03fe0@news.povray.org>
Now,(in my exporter) if the file is written down it is correctly possible to
import mesh2 to the Blender. Just geometry. So far only geometry :)

Example:

//----------------------------------------------
//--Exported with POV-Ray exporter for Blender--
//----------------------------------------------

#version 3.7;

//--Global settings--

global_settings {
    assumed_gamma 1.0
    max_trace_level 5
}

//--Custom Code--

#declare CURFRAMENUM = 1;
//#include "/home/user/directory/animation_include_file.inc"

//--Patterns Definitions--


//--Background--

background {rgbt<0.05, 0.05, 0.05, 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>
    shadowless
    fade_distance 12.500000
    fade_power 2
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.000000, -0.000000,  5.069964, 5.584882, 4.277781>
}
#declare lampTarget1= vrotate(<-5.07,4.278,-5.585>,<0,0,0>);

//--Rainbows--


//--Special Curves--


//--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
}


//--Mesh objects--

#declare DATACube_001 =
mesh2 {
    vertex_vectors {
        12,
        <-1.000000, -1.000000, -1.000000>,
        <-1.000000, -1.000000, 1.000000>,
        <-1.000000, 1.000000, -1.000000>,
        <-1.000000, 1.000000, 1.000000>,
        <1.000000, -1.000000, -1.000000>,
        <1.000000, -1.000000, 1.000000>,
        <1.000000, 1.000000, -1.000000>,
        <1.000000, 1.000000, 1.000000>,
        <-0.159174, -0.159174, 2.649307>,
        <-0.159174, 0.159174, 2.649307>,
        <0.159174, 0.159174, 2.649307>,
        <0.159174, -0.159174, 2.649307>
    }
    normal_vectors {
        10,
        <-0.000000, 0.000000, -1.000000>,
        <0.000000, 0.890905, 0.454189>,
        <0.000000, -1.000000, -0.000000>,
        <1.000000, 0.000000, -0.000000>,
        <-1.000000, 0.000000, -0.000000>,
        <0.000000, 1.000000, -0.000000>,
        <-0.000000, 0.000000, 1.000000>,
        <-0.890905, 0.000000, 0.454189>,
        <0.890905, 0.000000, 0.454189>,
        <0.000000, -0.890905, 0.454189>
    }
    texture_list {
        1 texture{}
    }
    face_indices {
        20,
        <2,0,1>,
        <2,1,3>,
        <3,7,6>,
        <3,6,2>,
        <7,5,4>,
        <7,4,6>,
        <0,4,5>,
        <0,5,1>,
        <0,2,6>,
        <0,6,4>,
        <7,3,9>,
        <7,9,10>,
        <11,10,9>,
        <11,9,8>,
        <5,7,10>,
        <5,10,11>,
        <3,1,8>,
        <3,8,9>,
        <1,5,11>,
        <1,11,8>
    }
    normal_indices {
        20,
        <4,4,4>,
        <4,4,4>,
        <5,5,5>,
        <5,5,5>,
        <3,3,3>,
        <3,3,3>,
        <2,2,2>,
        <2,2,2>,
        <0,0,0>,
        <0,0,0>,
        <1,1,1>,
        <1,1,1>,
        <6,6,6>,
        <6,6,6>,
        <8,8,8>,
        <8,8,8>,
        <7,7,7>,
        <7,7,7>,
        <9,9,9>,
        <9,9,9>
    }
    radiosity {
        importance 0.5
    }
}
//----Blender Object Name:OBCube----
object {
    DATACube_001
    matrix <4.436909, 0.000000, 0.000000,  0.000000, 0.412462, -0.367892,
0.000000, 0.430988, 0.483202,  0.000000, 0.000000, 0.000000>

}


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Attachments:
Download 'import_povmesh2.jpg' (164 KB)

Preview of image 'import_povmesh2.jpg'
import_povmesh2.jpg


 

From: LanuHum
Subject: Re: GUI for Povray
Date: 7 Jan 2016 15:20:00
Message: <web.568ec85ac25a84d87a3e03fe0@news.povray.org>
Hi!
Oh, what disorder!

#declare wo_0_Cube1 = mesh2{
  vertex_vectors { 8, <1.000000, -1.000000, -1.000000>, <1.000000, -1.000000,
1.000000>, <1.000000, 1.000000, -1.000000>,
 <1.000000, 1.000000, 1.000000>, <-1.000000, -1.000000, -1.000000>, <-1.000000,
-1.000000, 1.000000>, <-1.000000, 1.000000, -1.000000>,
 <-1.000000, 1.000000, 1.000000>}
  //#local average_center = <0.000000, 0.000000, 0.000000>;
  normal_vectors { 8, <-0.408248, 0.816497, 0.408248>, <-0.666667, 0.333333,
-0.666667>, <-0.666667, -0.333333, 0.666667>, <-0.408248, -0.816497, -0.408248>,
<0.666667, 0.333333, 0.666667>, <0.408248, 0.816497, -0.408248>, <0.408248,
-0.816497, 0.408248>, <0.666667, -0.333333, -0.666667>}
  uv_vectors { 0}
  texture_list { 1, texture{wm_default}}
  face_indices { 12, <3, 7, 6>, 0, <6, 2, 3>, 0, <0, 4, 5>, 0, <0, 5, 1>, 0, <1,
5, 7>, 0, <7, 3, 1>, 0, <2, 6, 4>, 0, <2, 4, 0>, 0, <4, 6, 7>, 0, <4, 7, 5>, 0,
   <1, 3, 2>, 0, <2, 0, 1>, 0}
  normal_indices { 12, <3, 7, 6>, <6, 2, 3>, <0, 4, 5>, <0, 5, 1>, <1, 5, 7>,
<7, 3, 1>, <2, 6, 4>, <2, 4, 0>, <4, 6, 7>, <4, 7, 5>,
   <1, 3, 2>, <2, 0, 1>}
  uv_indices { 12, <0, 0, 0>, <0, 0, 0>, <0, 0, 0>, <0, 0, 0>, <0, 0, 0>, <0, 0,
0>, <0, 0, 0>, <0, 0, 0>, <0, 0, 0>, <0, 0, 0>,
   <0, 0, 0>, <0, 0, 0>}
}

It is Wings3D so writes the .pov file!
But, now it is read by BlenPov-alternative!


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From: Sven Littkowski
Subject: Re: GUI for Povray
Date: 8 Jan 2016 10:45:11
Message: <568fd987$1@news.povray.org>
It is an interesting topic.

And leads me to express my hopes, that soon there will be export
possibilities from POV-Ray to some major other formats.

Some of my scenes in POV-Ray contain WHILE and FOR loops, and
mathematical constructions. Those need to be exportable, too.

I know of the "Bishop3D", a modeller that can indeed import POV-Ray
scenes and work with them. In fact, I once was one of the Beta and Alpha
testers for this awesome program. The developer is in Brazil, and need
people to work together with him. I wonder, if his Bishop3D would be
already a good platform, to add export functionality towards other major
3D formats.

Fact is, in any case, export ability for POV-Ray scenes is LONG OVERDUE.
I want to be able to 3D-print my POV-Ray scenes, and also to add
features to them available only in other modellers.

Here's my official wish for POV-Ray 4.0:
EXPORT POSSIBILITIES
(3DS, STL, maybe more)
Hell of a work, but REQUIRED.
Could be done as external program.


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From: LanuHum
Subject: Re: GUI for Povray
Date: 8 Jan 2016 11:30:00
Message: <web.568fe3c8c25a84d87a3e03fe0@news.povray.org>
Sven Littkowski <jam### [at] yahoocom> wrote:
> It is an interesting topic.
>
> And leads me to express my hopes, that soon there will be export
> possibilities from POV-Ray to some major other formats.
>
> Some of my scenes in POV-Ray contain WHILE and FOR loops, and
> mathematical constructions. Those need to be exportable, too.
>
> I know of the "Bishop3D", a modeller that can indeed import POV-Ray
> scenes and work with them. In fact, I once was one of the Beta and Alpha
> testers for this awesome program. The developer is in Brazil, and need
> people to work together with him. I wonder, if his Bishop3D would be
> already a good platform, to add export functionality towards other major
> 3D formats.
>
> Fact is, in any case, export ability for POV-Ray scenes is LONG OVERDUE.
> I want to be able to 3D-print my POV-Ray scenes, and also to add
> features to them available only in other modellers.
>
> Here's my official wish for POV-Ray 4.0:
> EXPORT POSSIBILITIES
> (3DS, STL, maybe more)
> Hell of a work, but REQUIRED.
> Could be done as external program.

Here I understood one: nobody uses the Blender for creation of scenes of
POV-Ray.
But some would like to use possibility of the Blender to feign physics: cloth,
soft body, rigid body, collision...
I told me clipka about it.
Therefore priority task: mesh2.
The necessary is ready. I made it, made import export of mesh2.
But, I am not sure that it is necessary still.
For testing the .pov files from other programs are necessary, but all pass by.
:(


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