POV-Ray : Newsgroups : povray.tools.general : Blender, Povanim, Poseray and friends : Re: Blender, Povanim, Poseray and friends Server Time
17 May 2024 07:40:55 EDT (-0400)
  Re: Blender, Povanim, Poseray and friends  
From: FlyerX
Date: 20 Apr 2005 21:04:39
Message: <4266fc27$1@news.povray.org>
PoseRay always creates POV mesh files with normals at each vertex. If 
Povanim does not the mesh will appear faceted.

FlyerX


Ross wrote:
> Hi. Hopefully this is appropriate for this group. I've been using Blender
> for modeling a bit recently. It has several export options. One uses a
> script called Povanim to export POV-Ray mesh objects. Another can export to
> (wavefront?) .obj files. If I export a model as OBJ, and use Poseray to
> convert it to POV-Ray meshes, the resulting POV meshes are substantially
> more smooth than the POV-Ray meshes directly created through Povanim. I'm
> exporting the same exact Blender model each time.
> 
> Are there any fundamental differences in formats that would cause this? I
> really don't know exactly what i'm asking. I guess it's something along the
> lines of, "Do OBJ files contain some optimized smoothing parameters that
> Poseray understands and maintains?" Or is it most likely a deficiency in the
> Povanim script that exports from Blender to POV-Ray meshes?
> 
> I'd be content with a Blender->OBJ->Poseray->POV-Ray workflow, but I can't
> figure out how to export multiple OBJ files from a blender mesh. (one mesh
> per "layer" in blender ideally). If I have a mesh in layers 1, 2, and 3 in
> blender, I end up with them all in one OBJ file.
> 
> On a side note, Blender seems really slow at exporting for some reason.
> Maybe a python speed thing, since i think all of it's export scripts are
> written in python. That however is cheap shot at python, since i really know
> nothing of it's performance compared to compiled C or C++ code.
> 
> Anyway, thanks for hearing me out on this longwinded question and
> observation. Anyone usign Blender and have a decent workflow process?
> 
> -ross
> 
>


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