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From: Halbert
Subject: Re: Rebuilt pose2pov
Date: 24 Jul 2000 17:30:36
Message: <397cb57c@news.povray.org>
Sorry for going into too much detail; I wasn't sure how much you've worked
with Moray and POV.
Yes, I think that scene would look good with some people. I think it would
be cool to put the people in the reflection, is that what you are planning?
You should post it in p.b.i. when you get it where you want it.
Actually, it already looks pretty good. :-)
HH


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From: Mark Wagner
Subject: Re: Rebuilt pose2pov
Date: 25 Jul 2000 01:05:25
Message: <397d2015@news.povray.org>
Peter Popov wrote in message ...
>Try restoring the maximized render window, your render is too small
>conpared to the window size and Windows can't manage the zoom factor.
>At least that's what my experience tells me about this error.


My experience with rendering on Windows NT is that this error is
semi-random.  It will usually not occur the first time you render an image
at a given resolution, and usually reducing the render resolution will
temporarily solve the problem.

Mark


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From: Simon Lacey
Subject: Re: Rebuilt pose2pov
Date: 25 Jul 2000 13:21:24
Message: <397DB0FA.44A7CE80@yahoo.com>
> Halbert,

I finally resolved my problem! I found an excellent tutorial titled "Using
UV-mapping with POV-Ray meshes" at

http://www.mediaport.net/Artichaud/Tran/sources/tutuve.htm

Its a very pragmatic tutorial written in June 2000 and states in part:
"Presently there is no 100% reliable way to convert an ObJ or 3DS file with UV
mapping to POV"
But he goes on to describe several different ways of going about it.

The thing that helped me was that he describes how to edit the texture file
(file nameT.inc) that Pose2POV produces. I went in and using the POV editor
replaced all the default texture statements with statements declaring a texture
based on the image map and that did the trick. The render quality of POV is
beautiful compared to Poser's render or even the Vue D'esprit render.

So in summary the current problems seem to be:

1. Pose2POV needs to work on a single mesh rather than a collection of meshes
otherwise you don't get a usable UDO in Moray..
2. The output file filename.inc seems still to lack the #version unofficial
MegaPOV 0.5; statement and I had to add this by hand.
3. The filenameT.inc has a default texture rather than image map and Moray
doesn't seem to be able to overwrite this when producing the files for POV, or
at least I haven't found out how to do it other than to manually alter the file
in POV's editor.

All of these can at least be worked round now.
Thanks a lot, HH!


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From: Halbert
Subject: Re: Rebuilt pose2pov
Date: 25 Jul 2000 16:13:46
Message: <397df4fa@news.povray.org>
OK. But the version number shouldn't be a problem (at least until POV 3.5 is
released, Or if you need to use Megapov > 0.3 features in the same scope as
the .inc file.) I was thinking it should be reletively easy to create a
windows version that could allow you to adjust things like whether to use a
default texture, or maybe the location of the image map you want to use.
Maybe even the version of POV being used. What are your thoughts?
HH


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From: Thomas Baier
Subject: Re: Rebuilt pose2pov
Date: 26 Jul 2000 00:47:23
Message: <47rsnscgv0080bqim3s6o16mvbft0sbrql@4ax.com>
On Mon, 24 Jul 2000 07:59:05 -0700, Simon Lacey <sfl### [at] yahoocom>
wrote:

Hi,

now there is guide available how to convert poser objects ot povray.
Just follow the link. 

http://www.stmuc.com/thbaier/3dwin_faq.txt

-tb


>Agreed. Its a Windows error. I'm running W98 though. I discovered the actual
>existence of the render despite the error myself.
>However, the render is still an untextured white though.
>Ah well.. I'm very close to giving up on P2Pov since 3DWin 4.2 is supposed to
>do it all if you pay for the registered version. Has anyone experience with
>the registered version and a review?


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From: Cliff Bowman
Subject: Re: Rebuilt pose2pov
Date: 21 Aug 2000 12:43:53
Message: <39a15c49@news.povray.org>
"Simon Lacey" <sfl### [at] yahoocom> wrote in message
news:397DB0FA.44A7CE80@yahoo.com...
> > Halbert,
>
> I finally resolved my problem! I found an excellent tutorial titled "Using
> UV-mapping with POV-Ray meshes" at
>
> http://www.mediaport.net/Artichaud/Tran/sources/tutuve.htm
>
> Its a very pragmatic tutorial written in June 2000 and states in part:
> "Presently there is no 100% reliable way to convert an ObJ or 3DS file
with UV
> mapping to POV"
> But he goes on to describe several different ways of going about it.
>
> The thing that helped me was that he describes how to edit the texture
file
> (file nameT.inc) that Pose2POV produces. I went in and using the POV
editor
> replaced all the default texture statements with statements declaring a
texture
> based on the image map and that did the trick. The render quality of POV
is
> beautiful compared to Poser's render or even the Vue D'esprit render.
>
> So in summary the current problems seem to be:
>
> 1. Pose2POV needs to work on a single mesh rather than a collection of
meshes
> otherwise you don't get a usable UDO in Moray..
> 2. The output file filename.inc seems still to lack the #version
unofficial
> MegaPOV 0.5; statement and I had to add this by hand.
> 3. The filenameT.inc has a default texture rather than image map and Moray
> doesn't seem to be able to overwrite this when producing the files for
POV, or
> at least I haven't found out how to do it other than to manually alter the
file
> in POV's editor.
>
> All of these can at least be worked round now.
> Thanks a lot, HH!

I don't know how late I am but...

I've recently(ish) updated my OBJuvPOV program to add the #version
unofficial MegaPOV 0.5 line to it's output. It copes with multiple meshes as
far as I've used it and produces 2 files - a .inc file which holds the mesh
and a .pov file which defines the textures (you'd have to specify the
bitmap/s you want to use) and calls the .inc file.

I haven't uploaded the update due to assuming there was a lack of interest,
but if people want my little Visual Basic 5 effort then it's free. Limited,
but free. This was a quick hack (adding the #version) because long term I
hope to include .OBJ to .POV functionality within a little normal editor
(because far too many .OBJ files have normal problems for my liking and,
well, it's something to do).

--
Cheers,
Cliff Bowman

http://www.geocities.com/who3d/


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From: Halbert
Subject: Re: Rebuilt pose2pov
Date: 21 Aug 2000 18:49:59
Message: <39a1b217@news.povray.org>
Yes. I'd be willing to give it a try. I'm just too damn lazy to continue
working on that code that someone else wrote. Mood has to be juuuuust right
before I will even fire up Visual C++. I assume that your program is located
at the web address indicated by your signature. Yes?



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From: Christophe Bouffartigue
Subject: Re: Rebuilt pose2pov
Date: 22 Aug 2000 06:53:06
Message: <39A25B91.889955E5@nanterre.marelli.fr>
Cliff Bowman wrote:
> 
> 
> I haven't uploaded the update due to assuming there was a lack of interest,
> but if people want my little Visual Basic 5 effort then it's free. Limited,
> but free.

Yes, I want... ;)

I often use OBJuvPOV in conjonction with UVMapper, and it works
perfectly for me
(except that the camera and light location are generated with ','
instead of '.'
in the numbers (am I clear ??)...)

Thanks in advance.

Bouf.


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From: Cliff Bowman
Subject: Re: Rebuilt pose2pov
Date: 22 Aug 2000 14:20:10
Message: <39a2c45a$1@news.povray.org>
"Halbert" <hha### [at] capitalnet> wrote in message
news:39a1b217@news.povray.org...
> Yes. I'd be willing to give it a try. I'm just too damn lazy to continue
> working on that code that someone else wrote. Mood has to be juuuuust
right
> before I will even fire up Visual C++. I assume that your program is
located
> at the web address indicated by your signature. Yes?
>
Yup - and now I've just uploaded the latest (second) update too. You can get
to it slightly faster by going straight to
http://www.geocities.com/who3d/Models.html rather than going through the
opening page rigmarole.

If you have any problems with it, fell free to e-mail me (preferably with as
much info as possible as to what's wrong - full error messages are good!).

Meanwhile, I guess I'd better check out Christophe's comment on the Camera
location.

--
Cheers,
Cliff Bowman

http://www.geocities.com/who3d/


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From: Cliff Bowman
Subject: Re: Rebuilt pose2pov
Date: 22 Aug 2000 14:37:46
Message: <39a2c87a@news.povray.org>
"Christophe Bouffartigue" <Chr### [at] nanterremarellifr>
wrote in message news:39A25B91.889955E5@nanterre.marelli.fr...
> Cliff Bowman wrote:
> >
> >
> > I haven't uploaded the update due to assuming there was a lack of
interest,
> > but if people want my little Visual Basic 5 effort then it's free.
Limited,
> > but free.
>
> Yes, I want... ;)
>
> I often use OBJuvPOV in conjonction with UVMapper, and it works
> perfectly for me
> (except that the camera and light location are generated with ','
> instead of '.'
> in the numbers (am I clear ??)...)
>


Possibly. It attempts to calculate reasonable light and camera positions
based on the model. so, for example, for the Poser4 lo-resolution casual
female (with no hair) exported as box.obj (for reasons too silly to go into)
it produces the following .POV file (but without the annotations which I've
added manually).

In addition I should mention that to select mesh2 format you should first
select "Tools...Options...POV Export" and select uvPOV mesh2. That will
become the default from thereon in. I've had trouble with the Trimap version
if including more than 1 mesh, or moving the mesh, so I haven't even tested
that option in this latest version (however last time I tested it with just
1 copy of an untranslated mesh mesh it worked beautifully with Chris
Colefax's Trimap mesh macro).

#version unofficial MegaPOV 0.5; // Quick hack added to produce this,
regardless of export type. Naughty of me, but I'm concentrating on a C++
version called "OBJuvMOD".
//First off we get the extents of the .OBJ file.
#declare OBJuvPOVmaxX =  .317443;
#declare OBJuvPOVminX = -.31757;
#declare OBJuvPOVmaxY =  .700764;
#declare OBJuvPOVminY = -.00158505;
#declare OBJuvPOVmaxZ =  .0488173;
#declare OBJuvPOVminZ = -.0713547;
//Then the camera position. Is this what you mean about using "."'s?
camera {
    location <-6.35000000000496E-05 , 0.349589475 ,-1.4159668 >
    look_at <-6.35000000000496E-05 , 0.349589475 ,-0.0112687 >
}

//Again, light source positions are rather daft.
light_source { <-1.58785 , 3.50382 ,-0.3567735 > rgb<1,1,1>}
light_source { < 1.587215 , 3.50382 ,-0.3567735 > rgb<1,1,1>}
background {rgb<0.5,0.5,0.5>}
//Now I set up a default texture - obviously you can (indeed should) change
// the bitmap to the one you wish to use as the default texture (e.g. the
texture
// file for a low-res casual female in this example).
#declare OBJuvPOV_Texture = texture
{
    pigment
    {
        image_map
        {
            tga "OBJuvPOV.tga"
        }
    }
}
//Each texture thereafter is, by default, simply a copy of the "default"
one. Change the
// definition of the texture to something else for any halfway decent model
// (for example, to set a different finish to eyes, nails, hair etc. -
and/or different UV
// texture bitmaps).
// The name of each texture is calculated from the texture/material name in
the .OBJ
// file (appaended to "OBJuvPOV_Texture_OBJuvPOV" because I couldn't
imageine
// THAT as *ever* being a name used in a real model).

#declare OBJuvPOV_Texture_OBJuvPOVcolor2 = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVcolor1 = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVcolor5 = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVcolor3 = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVcolor4 = texture {OBJuvPOV_Texture}
#declare ConvObject =
union
{
// When the include file below is called, the textures listed above are
applied to the mesh.
// I did it this way because I have limited memory (RAM) and patience so I
hate wading
// through large .inc files looking for textures to replace.
    #include "Box.inc"
}
object {ConvObject}

Hope this helps,


--
Cheers,
Cliff Bowman

http://www.geocities.com/who3d/


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