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1) Moray output creates an .inc with the object always declared as
Poseray_scene_object, which precludes using multiple PoseRay-converted
objects at the same time.
2) The 'email' button in PoseRay launches Outlook Express, even though
it it not set as my default mail application (or even used at all).
3) The material files generated by PoseRay could be simplified by
defining identical material properties such as skin pigment and
referring to that definition in materials that use it, such that
#declare p_map1=pigment {image_map{jpeg "texmap.jpg" interpolate 2
transmit all 0 filter all 0} }
#declare p_map2=normal {bump_map{jpeg "bumpmap.jpg" interpolate 2 }}
#declare p_map3=pigment {image_map{jpeg "transmap.jpg" interpolate 2 }}
//==================================================
//Material definitions
#declare Material1a=
texture{pigment {color rgb <1,1,1> transmit 1}
normal{p_map2 bump_size 1}
finish{phong 0 phong_size 4 diffuse 0.6*1 ambient rgb <0,0,0>
reflection{0}}}
#declare Material1b=
texture{pigment {color rgb <1,1,1> transmit 0}
normal{p_map2 bump_size 1}
finish{phong 0 phong_size 6.868523 diffuse 0.6*1 ambient rgb
<0,0,0> reflection{0}}}
texture{pigment{p_map1}
normal{p_map2 bump_size 1}
finish{ phong 0 phong_size 6.868523 diffuse 0.6 ambient rgb
<0,0,0> reflection{0}}}
#declare Material1=
texture{pigment_pattern{p_map3}
texture_map{[0 Material1a]
[1 Material1b]
}}
//==================================================
#declare Material2a=
texture{pigment {color rgb <1,1,1> transmit 1}
normal{p_map2 bump_size 1}
finish{phong 0 phong_size 4 diffuse 0.6*1 ambient rgb <0,0,0>
reflection{0}}}
#declare Material2b=
texture{pigment {color rgb <1,1,1> transmit 0}
normal{p_map2 bump_size 1}
finish{phong 0 phong_size 6.868523 diffuse 0.6*1 ambient rgb
<0,0,0> reflection{0}}}
texture{pigment{p_map1}
normal{p_map2 bump_size 1}
finish{ phong 0 phong_size 6.868523 diffuse 0.6 ambient rgb
<0,0,0> reflection{0}}}
#declare Material2=
texture{pigment_pattern{p_map3}
texture_map{[0 Material2a]
[1 Material2b]
}}
would be
#declare p_map1=pigment{image_map{jpeg "texmap.jpg" interpolate 2}}
#declare p_map2=normal {bump_map {jpeg "bumpmap.jpg" interpolate 2}}
#declare p_map3=pigment{image_map{jpeg "transmap.jpg" interpolate 2}}
#declare pigment1=texture{pigment{color rgbt 1}}
#declare pigment2=texture{pigment{color rgb 1}}
#declare normal1=normal{p_map2 bump_size 1}
#declare finish1=finish{phong 0 diffuse 0.6 ambient 0 reflection{0}}
//==================================================
//Material definitions
#declare Material1a=texture{pigment{pigment1} normal{normal1}
finish{finish1}}
#declare Material1b=texture{pigment{pigment2} normal{normal1}
finish{finish1}} texture{pigment{p_map1} normal{normal1} finish{finish1}}
#declare Material1 =texture{pigment_pattern{p_map3} texture_map{[0
Material1a][1 Material1b]}}
//==================================================
#declare Material2a=texture{pigment{pigment1} normal{normal1}
finish{finish1}}
#declare Material2b=texture{pigment{pigment2} normal{normal1}
finish{finish1}} texture{pigment{p_map1} normal{normal1} finish{finish1}}
#declare Material2 =texture{pigment_pattern{p_map3} texture_map{[0
Material2a][1 Material2b]}}
so if you wanted to change i.e. all the skin textures of a poser figure,
you would only need to modify one value.
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Tim,
PoseRay 3.8.4 resolves the Moray problem. It also has many bug fixes and
enhancements.
http://user.txcyber.com/~sgalls/
The email link is just shellexecute('mailto:fly### [at] yahoo com') It
does not call Outlook directly. Windows uses the mailto: protocol and
uses the default email program that is setup in windows. I do not use
outlook either and I had this same problem until I moved from mozilla
mail to thunderbird. It must be a problem on how windows/mozilla sets up
the default email program.
I will look into the materials file simplification. Right now PoseRay
declares maps once if the filter is the same for all materials that use
it. The problem is that for some models (Poser and DAZ|Studio) filtering
is on so that the map color is mixed with the base color. Sometimes the
filtering is different for many materials forcing the map to be
reallocated. Also the same map is used sometimes for transparency thus
forcing another allocation. This would be solved if the filter and
transmit was allowed outside the pigment.
thanks for the feedback
FlyerX
Tim Cook wrote:
> 1) Moray output creates an .inc with the object always declared as
> Poseray_scene_object, which precludes using multiple PoseRay-converted
> objects at the same time.
>
> 2) The 'email' button in PoseRay launches Outlook Express, even though
> it it not set as my default mail application (or even used at all).
>
> 3) The material files generated by PoseRay could be simplified by
> defining identical material properties such as skin pigment and
> referring to that definition in materials that use it, such that
>
> #declare p_map1=pigment {image_map{jpeg "texmap.jpg" interpolate 2
> transmit all 0 filter all 0} }
> #declare p_map2=normal {bump_map{jpeg "bumpmap.jpg" interpolate 2 }}
> #declare p_map3=pigment {image_map{jpeg "transmap.jpg" interpolate 2 }}
>
> //==================================================
> //Material definitions
> #declare Material1a=
> texture{pigment {color rgb <1,1,1> transmit 1}
> normal{p_map2 bump_size 1}
> finish{phong 0 phong_size 4 diffuse 0.6*1 ambient rgb <0,0,0>
> reflection{0}}}
> #declare Material1b=
> texture{pigment {color rgb <1,1,1> transmit 0}
> normal{p_map2 bump_size 1}
> finish{phong 0 phong_size 6.868523 diffuse 0.6*1 ambient rgb
> <0,0,0> reflection{0}}}
> texture{pigment{p_map1}
> normal{p_map2 bump_size 1}
> finish{ phong 0 phong_size 6.868523 diffuse 0.6 ambient rgb
> <0,0,0> reflection{0}}}
> #declare Material1=
> texture{pigment_pattern{p_map3}
> texture_map{[0 Material1a]
> [1 Material1b]
> }}
> //==================================================
> #declare Material2a=
> texture{pigment {color rgb <1,1,1> transmit 1}
> normal{p_map2 bump_size 1}
> finish{phong 0 phong_size 4 diffuse 0.6*1 ambient rgb <0,0,0>
> reflection{0}}}
> #declare Material2b=
> texture{pigment {color rgb <1,1,1> transmit 0}
> normal{p_map2 bump_size 1}
> finish{phong 0 phong_size 6.868523 diffuse 0.6*1 ambient rgb
> <0,0,0> reflection{0}}}
> texture{pigment{p_map1}
> normal{p_map2 bump_size 1}
> finish{ phong 0 phong_size 6.868523 diffuse 0.6 ambient rgb
> <0,0,0> reflection{0}}}
> #declare Material2=
> texture{pigment_pattern{p_map3}
> texture_map{[0 Material2a]
> [1 Material2b]
> }}
>
> would be
>
> #declare p_map1=pigment{image_map{jpeg "texmap.jpg" interpolate 2}}
> #declare p_map2=normal {bump_map {jpeg "bumpmap.jpg" interpolate 2}}
> #declare p_map3=pigment{image_map{jpeg "transmap.jpg" interpolate 2}}
> #declare pigment1=texture{pigment{color rgbt 1}}
> #declare pigment2=texture{pigment{color rgb 1}}
> #declare normal1=normal{p_map2 bump_size 1}
> #declare finish1=finish{phong 0 diffuse 0.6 ambient 0 reflection{0}}
> //==================================================
> //Material definitions
> #declare Material1a=texture{pigment{pigment1} normal{normal1}
> finish{finish1}}
> #declare Material1b=texture{pigment{pigment2} normal{normal1}
> finish{finish1}} texture{pigment{p_map1} normal{normal1} finish{finish1}}
> #declare Material1 =texture{pigment_pattern{p_map3} texture_map{[0
> Material1a][1 Material1b]}}
> //==================================================
> #declare Material2a=texture{pigment{pigment1} normal{normal1}
> finish{finish1}}
> #declare Material2b=texture{pigment{pigment2} normal{normal1}
> finish{finish1}} texture{pigment{p_map1} normal{normal1} finish{finish1}}
> #declare Material2 =texture{pigment_pattern{p_map3} texture_map{[0
> Material2a][1 Material2b]}}
>
> so if you wanted to change i.e. all the skin textures of a poser figure,
> you would only need to modify one value.
>
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