POV-Ray : Newsgroups : povray.tools.poser : PoseRay 3.8.2.387 problem(s) Server Time
19 Apr 2024 22:26:55 EDT (-0400)
  PoseRay 3.8.2.387 problem(s) (Message 1 to 2 of 2)  
From: Tim Cook
Subject: PoseRay 3.8.2.387 problem(s)
Date: 17 Jan 2005 07:38:15
Message: <41ebb1b7@news.povray.org>
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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From: FlyerX
Subject: Re: PoseRay 3.8.2.387 problem(s)
Date: 17 Jan 2005 17:48:09
Message: <41ec40a9@news.povray.org>
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] yahoocom') 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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