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Warp <war### [at] tagpovrayorg> wrote:
> Olaf I. <ola### [at] ewetelnet> wrote:
> > You mean I should the part under "in thefile.ini:" in my ini-file and the
> > part under "in thefile.pov:", right?
> > But this is exactly what i not will!
> > I will only change the ini-file!!!
> > Not the pov.file!
>
> You mean that you have an existing .pov file and that you want to change
> its contents without actually editing it?
> Well, that's of course just impossible. You have to modify *something*
> in the .pov file if you want to be able to control its behaviour from
> outside.
>
> The bare minimun addition you have to make into the .pov file is to
> add an #include line which includes a secondary .inc file, one which
> you can modify at will (assuming that for whatever reason you can't
> modify the original .pov file any more than that).
>
> If you absolutely *can't* modify the original .pov file, then it's just
> not possible.
>
> --
> - Warp
Stephen
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Warp <war### [at] tagpovrayorg> wrote:
> Olaf I. <ola### [at] ewetelnet> wrote:
> > You mean I should the part under "in thefile.ini:" in my ini-file and the
> > part under "in thefile.pov:", right?
> > But this is exactly what i not will!
> > I will only change the ini-file!!!
> > Not the pov.file!
>
> You mean that you have an existing .pov file and that you want to change
> its contents without actually editing it?
I have over 400 .pov-files to editing.
And I search an way to make the changes good and fast.
Because then needs all the same time.
> Well, that's of course just impossible. You have to modify *something*
> in the .pov file if you want to be able to control its behaviour from
> outside.
Yes this is clear. When the .pov-file is ready it is not the same as before.
Olaf
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From: Nicolas Calimet
Subject: Re: Include color-changes in ini-files. possible?
Date: 20 Oct 2006 11:00:59
Message: <4538e4ab$1@news.povray.org>
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> And this is for me the wrong way, because I have more than 400 pov-files
> to render and will not change everyone from the 400 pov-file.
Well, if your 400 pov files follow a similar pattern to define the
background color and light sources, then I see no problem in scripting
the change.
Moreover, in such a case, it might be even better to write a single,
so-called "template" pov file where you define the general scene settings
(camera, background, lights, ...) and within it #include another file that
is modified sequentially to create your 400 different scenes. You'd then
render this unique pov file using e.g. the built-in animation and shellout
features. That would still require some (automatic) file editing though.
- NC
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(...)
>
>
When I must editing the pov-files (I have over 400 from this for editing),
I need the special .ini-file to editing the files faster.
Olaf
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From: Warp
Subject: Re: Include color-changes in ini-files. possible?
Date: 20 Oct 2006 11:28:57
Message: <4538eb39@news.povray.org>
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Olaf I. <ola### [at] ewetelnet> wrote:
> I have over 400 .pov-files to editing.
What created those .pov files?
--
- Warp
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Nicolas Calimet <pov### [at] freefr> wrote:
> > And this is for me the wrong way, because I have more than 400 pov-files
> > to render and will not change everyone from the 400 pov-file.
>
> Well, if your 400 pov files follow a similar pattern to define the
> background color and light sources, then I see no problem in scripting
> the change.
Yes, this is correct.
The background color and the light sources are in every file the same.
> Moreover, in such a case, it might be even better to write a single,
> so-called "template" pov file where you define the general scene settings
> (camera, background, lights, ...) and within it #include another file that
> is modified sequentially to create your 400 different scenes. You'd then
> render this unique pov file using e.g. the built-in animation and shellout
> features. That would still require some (automatic) file editing though.
It seems this is a possible way.
Have you maybe an link or know you an documentation where I can learn how to
make this way?
Olaf
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Warp <war### [at] tagpovrayorg> wrote:
> Olaf I. <ola### [at] ewetelnet> wrote:
> > I have over 400 .pov-files to editing.
>
> What created those .pov files?
The program which I use is "LDView" the original pictures are Lego-Bricks as
an .dat-file.
I have convert the .dat-files with LDView in .pov-files.
And now I will render these .pov-files to make them perfect pictures.
Olaf
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To expand on what Stephen was suggesting, if you create a new general
purpose .pov file and include the original .pov file(s) at the beginning
you can re-define things that may have already been placed in the scene but
which can exist only once. E.g you can redefine the camera, background etc.
What this won't help with are things that have already been "placed" in the
scene which CAN be re-instanced, like the lego brick. I don't know how to
add no_shadow to an object which is already parsed and placed in the scene.
Anyway this approach might look something like this if using the animation
feature to render as many different brick files as you want.
//General_Lego_Renderer.pov:
//if using animation feature to render different parts you can do something
like:
#include concat("Lego_", str(frame_number,0,0), ".pov")
background{rgb <Var1,Var2,Var3>} //however you want to redefine it...
OR if the files aren't nicely numbered:
You could do something like "dir /b > filelist.txt" Then unfortunately
you'll need to put quotes before and after each file name, as well as
putting a "," after the 2nd quote for each file name. That'd let you:
#fopen TheFileList "filelist.txt" read
#local ctr = 1;
#while(ctr <= frame_number) //just getting to the correct one for this frame
#read (TheFileList, FileName)
#local ctr = ctr +1;
#end
#include FileName
background{rgb<Var1,Var2,Var3} //however you want to redefine it...
Anyway do whatever seems easiest and gets the results you want. :)
Charles
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> To expand on what Stephen was suggesting, if you create a new general
> purpose .pov file and include the original .pov file(s) at the beginning
> you can re-define things that may have already been placed in the scene but
> which can exist only once. E.g you can redefine the camera, background etc.
> What this won't help with are things that have already been "placed" in the
> scene which CAN be re-instanced, like the lego brick. I don't know how to
> add no_shadow to an object which is already parsed and placed in the scene.
> Anyway this approach might look something like this if using the animation
> feature to render as many different brick files as you want.
Okay, I think I have understand this part.
All my files are numbered (for example 1.pov, 1010.pov, ...)
So I have make the General_Lego_Renderer.pov like this:
> //General_Lego_Renderer.pov:
> //if using animation feature to render different parts you can do something
> like:
> #include concat("Lego_", str(frame_number,0,0), ".pov")
> background{rgb <Var1,Var2,Var3>} //however you want to redefine it...
>
> Anyway do whatever seems easiest and gets the results you want. :)
>
I wish it was so easy for me as for you you!
When I ready with the new .pov-file I have tested it.
This was the result:
--------------------------------------------------------------------------------
Preset INI file is 'C:LEGOPOV-RAY FOR WINDOWS V3.6RENDERERQUICKRES-2.INI',
section is '[400x300, No AA]'.
Preset source file is 'C:LegoPovFilesGeneral_Lego_Renderer.pov'.
Redirecting Options
(...)
Parsing Options
Input file: C:LegoPovFilesGeneral_Lego_Renderer.pov
Remove bounds........On
Split unions.........Off
Library paths:
C:LegoPOV-Ray for Windows v3.6INCLUDE
C:WINDOWSFonts
C:LEGOPOV-RAY FOR WINDOWS V3.6include
C:LegoPOV-RaypovfilesGeneral_Lego_Renderer.pov
Output Options
Image resolution 400 by 300 (rows 1 to 300, columns 1 to 400).
Output file: C:LegoPovFilesGeneral_Lego_Renderer.bmp, 24 bpp (system
format)
(...)
File: C:LegoPovFilesGeneral_Lego_Renderer.pov Line: 4
Possible Parse Error: Could not find file 'Lego_0.pov'
File: C:LegoPovFilesGeneral_Lego_Renderer.pov Line: 4
File Context (5 lines):
#include concat("Lego_", str(frame_number,0,0), ".pov")
background { color rgb <1,1,1>} //however you want to redefine it...
Parse Error: Cannot open include file Lego_0.pov.
File: C:LegoPovFilesGeneral_Lego_Renderer.pov Line: 4
Parse Warning: Check that the file is in a directory specified with a +L
switch or 'Library_Path=' .INI item. Standard include files are in the
include directory or folder.
Please read your documentation carefully.
--------------------------------------------------------------------------------
help me.
I need a simple explain what I make wrong or what I must do to make it
complete for work.
Olaf
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On Sat, 21 Oct 2006 05:02:48 EDT, "Olaf I." <ola### [at] ewetelnet> wrote:
>
>Parse Error: Cannot open include file Lego_0.pov.
>File: C:LegoPovFilesGeneral_Lego_Renderer.pov Line: 4
>Parse Warning: Check that the file is in a directory specified with a +L
>switch or 'Library_Path=' .INI item. Standard include files are in the
>include directory or folder.
>Please read your documentation carefully.
>--------------------------------------------------------------------------------
>
>help me.
>I need a simple explain what I make wrong or what I must do to make it
>complete for work.
In the master Povray.ini file (Tools > Edit master Povray.ini) you need to add a
line for every directory that you want Pov-Ray to search for include files, or
any other type of file. E.g.;
Library_Path="C:\Graphics\POV-Ray for Windows v3.6\INCLUDE"
Library_Path="C:\WINDOWS\Fonts"
Library_Path=D:\Moray Data\Udo\1
I hope this is one step further forward.
Regards
Stephen
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