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What are .udo files and how are they used?
Any information would be greatly appreciated
Thanks
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James Wood wrote:
>
> What are .udo files and how are they used?
> Any information would be greatly appreciated
> Thanks
It is a file format associated with the program Moray.
--> Creating User-Defined Objects is very easy with a tool called 3DWin.
It reads in various 3D-formats such as RAW, DXF, 3DS (3D Studio) or OBJ
(Imagine) and exports the data to other 3D formats, including MORAY's UDO
format.
These can then be used in Moray with the other scene elements you have
created and textured, scaled, and manipulated as any other object can.
The program Moray and 3DWin can both be found on my links page in the
programs section.
--
Ken Tyler
See my 1000+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html
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Gawd!!!! You guys are quick!
Thanks for the info. I have both MORAY and 3dwin. Just now getting
around to 3dwin and It output the .udo file with POVRAY .inc file. That
explains it. Haven't got around to MORAY yet
Thanks a lot
Ken wrote:
>
> James Wood wrote:
> >
> > What are .udo files and how are they used?
> > Any information would be greatly appreciated
> > Thanks
>
> It is a file format associated with the program Moray.
>
> --> Creating User-Defined Objects is very easy with a tool called 3DWin.
> It reads in various 3D-formats such as RAW, DXF, 3DS (3D Studio) or OBJ
> (Imagine) and exports the data to other 3D formats, including MORAY's UDO
> format.
>
> These can then be used in Moray with the other scene elements you have
> created and textured, scaled, and manipulated as any other object can.
>
> The program Moray and 3DWin can both be found on my links page in the
> programs section.
>
> --
> Ken Tyler
>
> See my 1000+ Povray and 3D Rendering and Raytracing Links at:
> http://home.pacbell.net/tylereng/index.html
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James Wood wrote:
>
> Gawd!!!! You guys are quick!
Service with a :)
--
Ken Tyler
See my 1000+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html
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James Wood wrote:
>
> What are .udo files and how are they used?
> Any information would be greatly appreciated
> Thanks
Most commonly, UDOs are used by Moray as a way of incorporating
many popular 3D mesh-based formats into Moray scenes easily, using
3DWin or some other converter as Ken mentioned, and chances are
that's what most people use them for, but there are less popular
but more powerful applications.
Technically, a UDO file just contains a bunch of edge and vertex
data for Moray to create a wireframe out of and a reference
pointing to a #declared object in a specified INC file. But
since an UDO can point to ANY #declared object (not just meshes)
you can create an UDO "stand in" object that points to a non-mesh
item(s) you've created. I call this process UDOforming (yes, it's
a pun on "terraforming") Why do it? Dramatically increases Moray's
capabilities. You can...
1. Insert into your scene things that can't be done in a Moray
(like orthographic cameras, for one example, or invoking a macro
with parameters, for another. All you need is an appropriate stand
in shape and have it reference an #include file in which you've
hand coded what couldn't be done in the modeller as a #declare'd
object)
2. Insert things that COULD be done, but only with greater
difficulty than hand coding (like, say a union made up with a
the results of large #while loop for its component pieces).
3. Simplify large scenes. I just for example made a UDOform for
a component in my current project that in and of itself was made
up of 813 objects, and was, as far as I'm concerned a finished
element with no more major changes needed. So 813 component
objects are now stood in for with a single UDO (needless to say
this makes the wireframe less dense and speeds Moray's response
time, yet still lets me "see" the placement of the component.
4. "Component oriented" scene development. Suppose I DID want to
make further changes to that item mentioned in #3. Well as long
as I use the same #declare'd name, the UDO doesn't care WHAT object
its pointing to, so as long as they're subtle changes, I can alter
the INC file directly, or build a whole new INC file (re-exporting
from a separate MDL file into which the replaced objects were
stored before substitution).
Currently, I build UDOforms either manually (the UDO format docs
are available on the Moray website) if its a simple stand in shape
or by roughing out the shape in Rhino using a POV rendered
orthographic shot of the element to be stood in for as a backdrop.
I hope some future incarnation of Moray will support an
"Export as UDO" or that someone will make a plugin to that effect
to simplify UDOforming. I feel that this particular application of
UDOs is greatly under-appreciated at present.
Charles
--
http://www.enter.net/~cfusner
"...Then darkness took me, and I strayed out of thought and time,
and I wandered far on roads that I will not tell..."
-The Two Towers, JRR Tolkien
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Hi Charles, you recently wrote in povray.general:
> Most commonly, UDOs are used by Moray as a way of incorporating
> many popular 3D mesh-based formats into Moray scenes easily, using
> 3DWin or some other converter as Ken mentioned, and chances are
> that's what most people use them for, but there are less popular
> but more powerful applications.
> [SNIP]
Nice writeup, Charles, mind if I use that in the Moray FAQ?
- Lutz
email : lut### [at] stmuccom
Web : http://www.stmuc.com/moray
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