POV-Ray : Newsgroups : povray.binaries.utilities : Online files converter Server Time
11 Oct 2025 04:23:33 EDT (-0400)
  Online files converter (Message 64 to 73 of 95)  
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From: yesbird
Subject: Re: Online files converter
Date: 6 Oct 2025 10:18:12
Message: <68e3cfa4@news.povray.org>
On 30/09/2025 12:07, Mr wrote:
> I think you should look at GIS packages (QGis/OpenSceneGraph...), ...Sorry for
off-topic, but I read that you are working with Blender
(POV@Ble). I have idea about effective conversion from Blender to
POV-Ray: If only Blender can work with glTF or GLB file's .extras
property that can store arbitrary JSON content, then we can use it
to store material name and then convert it to POV with my converter.

It's possible not to use a web-based GUI version, but to create a
command line utility running under node.js.

We can use for the start this impressive materials collection - the
royal gift from Mike Miller:
https://drive.google.com/file/d/1PncYI4G2ssqIXjK1rMej-PgAZ9Gnatz1/view?usp=sharing

What is your opinion ?
-- 
YB


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From: Bald Eagle
Subject: Re: Online files converter
Date: 6 Oct 2025 10:45:00
Message: <web.68e3d5b9c908933644a8a4be25979125@news.povray.org>
Just following up on this,

I think that for your parametric equations, it would be trivial to have an
export option for these, since they are extremely simply to output as quads of
two triangles.

Isosurfaces would be a lot more difficult I think - there has been a long
history of trying to implement meshification of these objects.

Now, perhaps if there are libraries at your disposal for things like convex
hull, it might be easy enough to provide at least that, so that there was some
data for users to experiment with and think about various approaches to more
completely represent such surfaces prior to render phase.

- BW


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From: Mr
Subject: Re: Online files converter
Date: 6 Oct 2025 11:10:00
Message: <web.68e3db15c908933616086ed06830a892@news.povray.org>
yesbird wrote:
> On 30/09/2025 12:07, Mr wrote:
> > I think you should look at GIS packages (QGis/OpenSceneGraph...), ...Sorry for
off-topic, but I read that you are w
orking with Blender
> (POV@Ble). I have idea about effective conversion from Blender to
> POV-Ray: If only Blender can work with glTF or GLB file's .extras
> property that can store arbitrary JSON content, then we can use it
> to store material name and then convert it to POV with my converter.
>
> It's possible not to use a web-based GUI version, but to create a
> command line utility running under node.js.
>
> We can use for the start this impressive materials collection - the
> royal gift from Mike Miller:
> https://drive.google.com/file/d/1PncYI4G2ssqIXjK1rMej-PgAZ9Gnatz1/view?usp=sharing
>
> What is your opinion ?
> --
> YB

Your screenshot shows great materials, but I don't understand why not use the
current POV custom code hooks already featured directly in POV@Ble they append
the pov code at top of exported POV files and add the declared textures to the
exported pov objects. A sample library of such pov mats was even made available
in the old wiki and is planned to be shipped again later.


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From: Mr
Subject: Re: Online files converter
Date: 6 Oct 2025 11:20:00
Message: <web.68e3dd47c908933616086ed06830a892@news.povray.org>
yesbird wrote:
> On 30/09/2025 12:07, Mr wrote:
> > I think you should look at GIS packages (QGis/OpenSceneGraph...), ...Sorry for
off-topic, but I read that you are w
orking with Blender
> (POV@Ble). I have idea about effective conversion from Blender to
> POV-Ray: If only Blender can work with glTF or GLB file's .extras
> property that can store arbitrary JSON content, then we can use it
> to store material name and then convert it to POV with my converter.
>
> It's possible not to use a web-based GUI version, but to create a
> command line utility running under node.js.
>
> We can use for the start this impressive materials collection - the
> royal gift from Mike Miller:
> https://drive.google.com/file/d/1PncYI4G2ssqIXjK1rMej-PgAZ9Gnatz1/view?usp=sharing
>
> What is your opinion ?
> --
> YB

From what I understand of your idea, it would aim to provide a totally different
pipeline than POV@Ble, and it would actually not consist of a POV@Ble
modification, but rather an addition to the e.g. gltf exporter. I can help you
reach out to the relevant dev if you want to make him such a proposition, but it
should be really refined as he's like one of the 5 most busy Blender devs.
(sweat); and also his code one of the highest standard.


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From: yesbird
Subject: Re: Online files converter
Date: 6 Oct 2025 11:41:22
Message: <68e3e322@news.povray.org>
On 06/10/2025 18:07, Mr wrote:
> Your screenshot shows great materials, but I don't understand why not use the
> current POV custom code hooks already featured directly in POV@Ble they append
> the pov code at top of exported POV files and add the declared textures to the
> exported pov objects. A sample library of such pov mats was even made available
> in the old wiki and is planned to be shipped again l### [at] erIf you find it more simple
and POV@Ble work good - then, yes, this is a
solution. I am always looking for different approaches, to choose
the best.
-- 
YB


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From: yesbird
Subject: Re: Online files converter
Date: 6 Oct 2025 11:50:27
Message: <68e3e543$1@news.povray.org>
On 06/10/2025 18:16, Mr wrote:
>  From what I understand of your idea, it would aim to provide a totally different
> pipeline than POV@Ble, and it would actually not consist of a POV@Ble
> modification, but rather an addition to the e.g. gltf exporter. I can help you
> reach out to the relevant dev if you want to make him such a proposition, but it
> should be really refined as he's like one of the 5 most busy Blender devs.
> (sweat); and also his code one of the highest standard.Yes, exactly, this solution
has no relation to POV@Ble, it's some kind
of alternative. This idea came to me only this morning, so I need
to think hard about details and look up the modern Blender interface to
make proposition well.

Many thanks for your support, I will get back to you in 1-2 days.
-- 
YB


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From: yesbird
Subject: Re: Online files converter
Date: 6 Oct 2025 20:09:55
Message: <68e45a53@news.povray.org>
On 28/09/2025 01:27, yesbird wrote:
> Finally, after two sleepless nights I finished a web application that
> converts obj, fbx, glb, gltf, stl formats to mesh2 ...

Another update is ready - now materials can be assigned to different
parts of the model. The process is not convenient yet, but enough for
testing.
--
YB


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Preview of image 'ring.png'
ring.png

Preview of image 'ring_pov.png'
ring_pov.png


 

From: kurtz le pirate
Subject: Re: Online files converter
Date: 8 Oct 2025 11:29:12
Message: <68e68348@news.povray.org>
On 05/10/2025 14:58, yesbird wrote:
> 
> Thanks for feedback, could you please provide a little bit more
> details - why can't you convert them ? And who else can't ?
> Please send me your OBJ and content of _console_ tab (F12).

Hum ... After another attempt today, my file loaded correctly and my 
pingoin appears correctly.

Have you noticed any improvements ?


Another thing about my converter. I find 18,531 vertices, while you only 
have 952.


I think that for very large meshes, the size of the converted file with 
18 digits increases enormously without providing any additional precision.

4 or 6 digits should suffice and would reduce the size by more than four 
times (18/4=4.5).




Good job ;)


> The project is in beta state, so debug information is highly
> appreciated.


-- 
kurtz le pirate
compagnie de la banquise


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From: yesbird
Subject: Re: Online files converter
Date: 8 Oct 2025 11:58:08
Message: <68e68a10$1@news.povray.org>
On 08/10/2025 18:29, kurtz le pirate wrote:
> Have you noticed any improvements ?

Yes, I am working hard and updating it daily, fixing the bugs and
implementing new features. Now working on material library and improving
studio environment.

> Another thing about my converter. I find 18,531 vertices, while you only 
> have 952.

I do merging on load, maybe this is the reason. Could you please send me
your file for testing ? Good bug report is the half of a successful fix
:).

> I think that for very large meshes, the size of the converted file with 
> 18 digits increases enormously without providing any additional precision.
> 
> 4 or 6 digits should suffice and would reduce the size by more than four 
> times (18/4=4.5).

Agree with you and have already been included it in my TODO list.

> 
> Good job ;)

Thanks for the kind words :).
--
YB


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From: kurtz le pirate
Subject: Re: Online files converter
Date: 8 Oct 2025 12:10:55
Message: <68e68d0f@news.povray.org>
On 08/10/2025 17:58, yesbird wrote:
> On 08/10/2025 18:29, kurtz le pirate wrote:
>> Have you noticed any improvements ?
> 
> Yes, I am working hard and updating it daily, fixing the bugs and
> implementing new features. Now working on material library and improving
> studio environment.
> 
>> Another thing about my converter. I find 18,531 vertices, while you 
>> only have 952.
> 
> I do merging on load, maybe this is the reason. Could you please send me
> your file for testing ? Good bug report is the half of a successful fix
> :).


Sure ! A zip file with the OBJ file and my INC file.


>> I think that for very large meshes, the size of the converted file 
>> with 18 digits increases enormously without providing any additional 
>> precision.
>>
>> 4 or 6 digits should suffice and would reduce the size by more than 
>> four times (18/4=4.5).
> 
> Agree with you and have already been included it in my TODO list.
> 
>>
>> Good job ;)
> 
> Thanks for the kind words :).
> -- 
> YB
> 
> 





-- 
kurtz le pirate
compagnie de la banquise


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