POV-Ray : Newsgroups : povray.newusers : Exporting from Wings 3D : Re: Exporting from Wings 3D Server Time
5 Oct 2024 15:39:31 EDT (-0400)
  Re: Exporting from Wings 3D  
From: triple r
Date: 7 Sep 2009 22:10:00
Message: <web.4aa5bcd4ee8940d4958421d50@news.povray.org>
"John" <afu### [at] gmailcom> wrote:
> I just found Wings 3D, and it's exactly what I want in a modeler. I have two
> questions though.

I've found it very useful.  I found it much easier to pick up than Blender,
which I never really got the hang of.

> 1. When I export to POV-Ray format, the view, when rendered, is all askew, and
> things are out of proportion.

My advice would be to ditch all the light and camera settings.  The mesh should
be there, and in most cases that's probably all you're interested in.  (I
usually just export it as a .obj file and convert it with a script, but there's
no need to go that far now that POV-Ray export is included.)

> 2. What is the best way to do textures? Should I make a texture in Wings 3D, and
> then export to POV-Ray? Or should I just edit the textures in POV-Ray? And what
> is the best way of doing both of those?

If a procedural texture in POV-Ray works fine, then there's no problem.  Just
texture it like you would any other object.  If you want it uv-mapped, then you
can set that up in Wings3D and export it with uv-vectors included.  I think that
just amounts to a checkbox somewhere in the export dialog.  Then you just add
the uv_mapping keyword in POV-Ray along with an image_map and you should be all
set.  I usually go to the outliner dialog in Wings3D and make the image external
so I can edit it, reload the image, and see the changes without actually
exporting to POV-Ray.

I hope that helps a little bit.  I've never really found good documentation for
Wings3D, but most of the features are pretty easy to guess.

 - Ricky


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