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hi,
"Maetes" <nomail@nomail> wrote:
> "jr" <cre### [at] gmail com> wrote:
> > ... looks like we'll need a re-export, ...
> Poor Gio. Actually, he just wanted to quickly revive his old code maybe in some
> free-hours, and now he keeps us (and himself) busy for days :)
:-)
> A re-export would be a great thing. The person's hair and shoes were in a mesh
> that I could easily separate because of the different Y values.
> With the car, however, it was much too complicated for me. I would love to
> separate the complete wheels or even doors to teach the car (or another) to
> drive and steer.
>
> Gio's Exporter combines all triangles in one mesh that have the same color (hair
> and shoes). If you could give different parts a slightly different color, they
> would be stored in separate meshes.
>
> I'll wait and see what you're up to and won't change anything about my
> programming.
> Unless new cars or people appear, then I probably can't stop myself ... :(
yes, you're right I think, best to "wait and see" for now. so much potential
:-)
regards, jr.
Post a reply to this message
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"Maetes" <nomail@nomail> wrote:
> "jr" <cre### [at] gmail com> wrote:
> > in an earlier post you (Gio) mentioned your own CAD parser & exporter. attached
> > is a per mesh sequence of images, same order as file; I modified the
> > 'FURGONE.inc' to have an array of meshes and rendered "an animation" of the
> > elements. looks like we'll need a re-export, one which gives "us" :-) separate
> > doors etc. cheers.
>
> Poor Gio. Actually, he just wanted to quickly revive his old code maybe in some
> free-hours, and now he keeps us (and himself) busy for days :)
>
> A re-export would be a great thing. The person's hair and shoes were in a mesh
> that I could easily separate because of the different Y values.
>
> With the car, however, it was much too complicated for me. I would love to
> separate the complete wheels or even doors to teach the car (or another) to
> drive and steer.
>
> Gio's Exporter combines all triangles in one mesh that have the same color (hair
> and shoes). If you could give different parts a slightly different color, they
> would be stored in separate meshes.
>
> I'll wait and see what you're up to and won't change anything about my
> programming.
> Unless new cars or people appear, then I probably can't stop myself ... :(
>
> Ma
Ok, thank!
well, the 2nd car is incoming soon, I have a bit of work to combine some *.inc
to make management easier.
And I noticed that over time my headlight on/off switch no longer works
perfectly (changed environment...)
About hair and shoes you are right! I will do it, I am updating the file with
smooth triangle. Soon it will be ready.
Tomorrow the second car and a bicycle that was in the same file inc.
Then we immediately arrange the "facchino"
About the parts, a solution should be found. For me it is easy because I have
done and continue an importer export tool working on pov - inc - STL - DXF -
SkUp
but there are two problems.
Sometimes bugs happen (rarely) where I know how to fix it immediately, but for
others it becomes frustrating.
Also I would not like to publish executable files, the web is a bad environment,
and I care about my good name, and I hate false positives.
Impossible also to publish the source code. By now it is very complicated and it
would take a lot of experience in the language I use which is not very
widespread (RapidQ).
I could think of small separated routines that could be easily compiled, but
everything relies on an internal my 3D system that receives the various types of
3D files, and then can return them in the required formats.
And this internal format construction is indispensable and a bit complex. So I
can't make small agile tools... I have to think about it...
BR
G.
oops we are a bit off topic lol
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hi,
"GioSeregni" <gms### [at] hotmail com> wrote:
> ...
> About the parts, a solution should be found. ...
yesterday !! </grin>
> the language I use which is not very widespread (RapidQ).
and probably irrelevant anyway :-) input data (format(s)) and desired output(s)
otoh..
> ...
> 3D files, and then can return them in the required formats.
> And this internal format construction is indispensable and a bit complex. So I
> can't make small agile tools... I have to think about it...
is the 'FURGONE.inc' "typical" output ? because that was easy enough to
"post-process". perhaps consider moving to v3.8 to get to use the new 'array
mixed' type (perfect for "data tables") and other nice features.
regards, jr.
Post a reply to this message
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"jr" <cre### [at] gmail com> wrote:
> is the 'FURGONE.inc' "typical" output ? because that was easy enough to
> "post-process". perhaps consider moving to v3.8 to get to use the new 'array
> mixed' type (perfect for "data tables") and other nice features.
v3.8 isn't part of the Debian-Rep, manually install is required.
Would make things more difficult for me.
M
Post a reply to this message
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"jr" <cre### [at] gmail com> wrote:
> hi,
>
> "GioSeregni" <gms### [at] hotmail com> wrote:
> > ...
> > About the parts, a solution should be found. ...
>
> yesterday !! </grin>
>
>
> > the language I use which is not very widespread (RapidQ).
>
> and probably irrelevant anyway :-) input data (format(s)) and desired output(s)
> otoh..
>
>
> > ...
> > 3D files, and then can return them in the required formats.
> > And this internal format construction is indispensable and a bit complex. So I
> > can't make small agile tools... I have to think about it...
>
> is the 'FURGONE.inc' "typical" output ? because that was easy enough to
> "post-process". perhaps consider moving to v3.8 to get to use the new 'array
> mixed' type (perfect for "data tables") and other nice features.
>
>
> regards, jr.
I don't know the povray beta...
my exe can read STL and DXF that are very different
In sketchup I use my plugins to write and read DXF or STL
To read pov and inc is always conditioned by files written by itself. The PovRay
syntax is too broad to implement it.
It search triangle (or it split quads in DXF), the can to create the meshes
(smooth or no) using the same colour.
THe colour is in the face, if the face has not colors it search the his layer
color. If not it uses a clear gray.
THere is the arrays sorted by colors, but also (its possible by DXF) the view
point, the target point, the x, y, z origin, the xyz extensions (bounding box).
But thereare also pipes (cylinder) open or closes, in DXF are lines or
polylines, the radius is the declared thickness in dxf.
And many other things.. torus (by circles) ... the dxf blocks are other
include..
light , sunset, storm, subwater are ... etc .. are extracted from keywords by
the layers used only as flags of the dxf
The parser has to be a complex exe. And it must be able to reverse...
Now anyway the car I'm finishing checking the headlights :) it's almost ready
excuse my bad english, i write without a translator to make quicker
BR
G.
Post a reply to this message
Attachments:
Download 'drawing1.png' (188 KB)
Preview of image 'drawing1.png'

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hi,
"Maetes" <nomail@nomail> wrote:
> "jr" <cre### [at] gmail com> wrote:
> > ... v3.8 ...
> v3.8 isn't part of the Debian-Rep, manually install is required.
> Would make things more difficult for me.
ok, provided you're "the owner", the attached script may help (tested on a
Debian 12.5).
to use, visit <https://github.com/POV-Ray/povray/tags/>, from there I used:
<https://github.com/POV-Ray/povray/releases/tag/v3.8.0-beta.2>
put the archive and the script in some directory.
the script will need adjusting in line 14, obvs, and line 25 where you provide
your user:group.
when run, it builds and "installs" the beta in a /tmp directory. check the
results there and "rinse and repeat" until you're happy. at that point you can
edit line 44 to remove the DESTDIR bit and install for real.
I tend to use the 'script(1)' utility to "record" what happens, ie:
$ script -c ./povray.DebBuild build-log
hth and will encourage you to "have a go".
regards, jr.
Post a reply to this message
Attachments:
Download 'povray.debbuild.txt' (1 KB)
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hi,
"GioSeregni" <gms### [at] hotmail com> wrote:
> ...
> I don't know the povray beta...
> my exe can read STL and DXF that are very different
> In sketchup I use my plugins to write and read DXF
I wrote a simple STL to GNU Triangulated Surfaces ("GTS") converter, only to
find better ones existed already :-).
<https://news.povray.org/web.5e75678e7c21754451952ca0%40news.povray.org>
re GTS. the Wikipedia article on RapidQ mentions loadable libraries. if you
can get that added to your installation, you should feel "right at home",
everything's done via callbacks </grin>; fwiw, I've a 'gts2pov' util to convert
to mesh[2].
> To read pov and inc is always conditioned by files written by itself. The PovRay
> syntax is too broad to implement it.
agree.
> It search triangle (or it split quads in DXF), the can to create the meshes
> (smooth or no) using the same colour.
> THe colour is in the face, if the face has not colors it search the his layer
> color. If not it uses a clear gray.
> THere is the arrays sorted by colors, but also (its possible by DXF) the view
> point, the target point, the x, y, z origin, the xyz extensions (bounding box).
> But thereare also pipes (cylinder) open or closes, in DXF are lines or
> polylines, the radius is the declared thickness in dxf.
> And many other things.. torus (by circles) ... the dxf blocks are other
> include..
> light , sunset, storm, subwater are ... etc .. are extracted from keywords by
> the layers used only as flags of the dxf
> The parser has to be a complex exe. And it must be able to reverse...
> Now anyway the car I'm finishing checking the headlights :) it's almost ready
the lights are on, a good start. :-)
> excuse my bad english, i write without a translator to make quicker
way better than my Italian, I now know _two_ words (grazie and furgone :-))
regards, jr.
Post a reply to this message
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"jr" <cre### [at] gmail com> wrote:
> hi,
>
> "GioSeregni" <gms### [at] hotmail com> wrote:
> > ...
> > I don't know the povray beta...
> > my exe can read STL and DXF that are very different
> > In sketchup I use my plugins to write and read DXF
>
>
> I wrote a simple STL to GNU Triangulated Surfaces ("GTS") converter, only to
> find better ones existed already :-).
>
> <https://news.povray.org/web.5e75678e7c21754451952ca0%40news.povray.org>
>
> re GTS. the Wikipedia article on RapidQ mentions loadable libraries. if you
> can get that added to your installation, you should feel "right at home",
> everything's done via callbacks </grin>; fwiw, I've a 'gts2pov' util to convert
> to mesh[2].
>
>
> > To read pov and inc is always conditioned by files written by itself. The PovRay
> > syntax is too broad to implement it.
>
> agree.
>
>
> > It search triangle (or it split quads in DXF), the can to create the meshes
> > (smooth or no) using the same colour.
> > THe colour is in the face, if the face has not colors it search the his layer
> > color. If not it uses a clear gray.
> > THere is the arrays sorted by colors, but also (its possible by DXF) the view
> > point, the target point, the x, y, z origin, the xyz extensions (bounding box).
> > But thereare also pipes (cylinder) open or closes, in DXF are lines or
> > polylines, the radius is the declared thickness in dxf.
> > And many other things.. torus (by circles) ... the dxf blocks are other
> > include..
> > light , sunset, storm, subwater are ... etc .. are extracted from keywords by
> > the layers used only as flags of the dxf
> > The parser has to be a complex exe. And it must be able to reverse...
> > Now anyway the car I'm finishing checking the headlights :) it's almost ready
>
> the lights are on, a good start. :-)
>
>
> > excuse my bad english, i write without a translator to make quicker
>
> way better than my Italian, I now know _two_ words (grazie and furgone :-))
>
>
> regards, jr.
Ok! many thanks!
Well, here the 4 files
- main ( turn light on off)
- audi and bike (available many colors)
- Dennis (person)
- png preview
The audi was my first pov car a lot of years ago. Clean and parse using very old
good programs ( Crossroad and the prehistoric Glview)
It's simple but it makes me nostalgic!
NEXT file will be the "facchino" with the separate components
Then, more elaborate cars and persons ...
BR again!
G.
Post a reply to this message
Attachments:
Download 'audi_bike.zip' (375 KB)
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> Ok! many thanks!
> Well, here the 4 files
> - main ( turn light on off)
> - audi and bike (available many colors)
> - Dennis (person)
> - png preview
> The audi was my first pov car a lot of years ago. Clean and parse using very old
> good programs ( Crossroad and the prehistoric Glview)
> It's simple but it makes me nostalgic!
>
> NEXT file will be the "facchino" with the separate components
> Then, more elaborate cars and persons ...
>
> BR again!
> G.
I'm still working on separating the parts of the "facchino".
I was smoothing the faces but I don't like it, too high smooth for the clothes.
My classic smooth only works for certain objects.
So I'm developing and adding a low smooth optional feature in my tool.
Test:
On the left, mediated on everything (last attempt, still to be fixed).
In the center, too much smooth, bad.
On the right, the faces without smoothing.
I hope to finish soon!
BR!
G.
Post a reply to this message
Attachments:
Download 'main_facchino.png' (128 KB)
Preview of image 'main_facchino.png'

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The new "facchino" is ready!
Now each mesh is separate by color and a change is easy
3 leveles of smooth:
- skin, shoes and hair max level smooth
- jacket and pants low smooth
- pack no smooth
BR!
G.
Post a reply to this message
Attachments:
Download 'facchinonew.zip' (275 KB)
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