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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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