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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.
Post a reply to this message
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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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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] er If 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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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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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
Post a reply to this message
Attachments:
Download 'deep_space.png' (183 KB)
Download 'ring.png' (169 KB)
Download 'ring_pov.png' (65 KB)
Preview of image 'deep_space.png'

Preview of image 'ring.png'

Preview of image 'ring_pov.png'

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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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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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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
Post a reply to this message
Attachments:
Download 'pingouin.zip' (746 KB)
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On 08/10/2025 19:10, kurtz le pirate wrote:
> Sure ! A zip file with the OBJ file and my INC file.
Thanks, merging is the reason, I see a lot of duplicates here:
grep -w v pingouin.obj | tail -n 20
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
v 0.023851 0.00175495 0.0374573
-------------------------------
PS: Attached pingouin inspired by Terminator-2 ).
--
YB
Post a reply to this message
Attachments:
Download 'pingouin.png' (219 KB)
Preview of image 'pingouin.png'

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On 08/10/2025 20:00, yesbird wrote:
> On 08/10/2025 19:10, kurtz le pirate wrote:
>> Sure ! A zip file with the OBJ file and my INC file.
>
> Thanks, merging is the reason, I see a lot of duplicates here ...
Z-Brush also report about unused vertices, please find optimized version
in attachment.
--
YB
Post a reply to this message
Attachments:
Download 'pingouin_cleaned.zip' (458 KB)
Download 'pingouin_zb.png' (351 KB)
Preview of image 'pingouin_zb.png'

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