POV-Ray : Newsgroups : povray.binaries.images : GUI for Povray : Re: GUI for Povray Server Time
1 Jul 2024 01:01:25 EDT (-0400)
  Re: GUI for Povray  
From: LanuHum
Date: 6 Jan 2016 07:35:06
Message: <web.568d09c0c25a84d87a3e03fe0@news.povray.org>
Now,(in my exporter) if the file is written down it is correctly possible to
import mesh2 to the Blender. Just geometry. So far only geometry :)

Example:

//----------------------------------------------
//--Exported with POV-Ray exporter for Blender--
//----------------------------------------------

#version 3.7;

//--Global settings--

global_settings {
    assumed_gamma 1.0
    max_trace_level 5
}

//--Custom Code--

#declare CURFRAMENUM = 1;
//#include "/home/user/directory/animation_include_file.inc"

//--Patterns Definitions--


//--Background--

background {rgbt<0.05, 0.05, 0.05, 0>}

//--Cameras--

#declare camLocation  = <7.481132, 5.343666, 6.507640>;
#declare camLookAt = <-27.098163, 46.688390, -0.903519>;
camera {
    location  <0, 0, 0>
    look_at  <0, 0, -1>
    right <-1.7777777777777777, 0, 0>
    up <0, 1, 0>
    angle  49.134343
    rotate  <-27.098163, 46.688390, -0.903519>
    translate <7.481132, 5.343666, 6.507640>
}

//--Lamps--

light_source {
    < 0,0,0 >
    color rgb<2, 2, 2>
    shadowless
    fade_distance 12.500000
    fade_power 2
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.000000, -0.000000,  5.069964, 5.584882, 4.277781>
}
#declare lampTarget1= vrotate(<-5.07,4.278,-5.585>,<0,0,0>);

//--Rainbows--


//--Special Curves--


//--Material Definitions--

#default{ pigment{ color rgb 0.8 }}
#declare shader_ = finish {  //translation of spec and mir levels for when no
map influences them
    diffuse 0.8
    phong 70.0
}


//--Mesh objects--

#declare DATACube_001 =
mesh2 {
    vertex_vectors {
        12,
        <-1.000000, -1.000000, -1.000000>,
        <-1.000000, -1.000000, 1.000000>,
        <-1.000000, 1.000000, -1.000000>,
        <-1.000000, 1.000000, 1.000000>,
        <1.000000, -1.000000, -1.000000>,
        <1.000000, -1.000000, 1.000000>,
        <1.000000, 1.000000, -1.000000>,
        <1.000000, 1.000000, 1.000000>,
        <-0.159174, -0.159174, 2.649307>,
        <-0.159174, 0.159174, 2.649307>,
        <0.159174, 0.159174, 2.649307>,
        <0.159174, -0.159174, 2.649307>
    }
    normal_vectors {
        10,
        <-0.000000, 0.000000, -1.000000>,
        <0.000000, 0.890905, 0.454189>,
        <0.000000, -1.000000, -0.000000>,
        <1.000000, 0.000000, -0.000000>,
        <-1.000000, 0.000000, -0.000000>,
        <0.000000, 1.000000, -0.000000>,
        <-0.000000, 0.000000, 1.000000>,
        <-0.890905, 0.000000, 0.454189>,
        <0.890905, 0.000000, 0.454189>,
        <0.000000, -0.890905, 0.454189>
    }
    texture_list {
        1 texture{}
    }
    face_indices {
        20,
        <2,0,1>,
        <2,1,3>,
        <3,7,6>,
        <3,6,2>,
        <7,5,4>,
        <7,4,6>,
        <0,4,5>,
        <0,5,1>,
        <0,2,6>,
        <0,6,4>,
        <7,3,9>,
        <7,9,10>,
        <11,10,9>,
        <11,9,8>,
        <5,7,10>,
        <5,10,11>,
        <3,1,8>,
        <3,8,9>,
        <1,5,11>,
        <1,11,8>
    }
    normal_indices {
        20,
        <4,4,4>,
        <4,4,4>,
        <5,5,5>,
        <5,5,5>,
        <3,3,3>,
        <3,3,3>,
        <2,2,2>,
        <2,2,2>,
        <0,0,0>,
        <0,0,0>,
        <1,1,1>,
        <1,1,1>,
        <6,6,6>,
        <6,6,6>,
        <8,8,8>,
        <8,8,8>,
        <7,7,7>,
        <7,7,7>,
        <9,9,9>,
        <9,9,9>
    }
    radiosity {
        importance 0.5
    }
}
//----Blender Object Name:OBCube----
object {
    DATACube_001
    matrix <4.436909, 0.000000, 0.000000,  0.000000, 0.412462, -0.367892,
0.000000, 0.430988, 0.483202,  0.000000, 0.000000, 0.000000>

}


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