POV-Ray : Newsgroups : povray.tools.poser : no preview : Re: no preview Server Time
26 Apr 2024 15:33:23 EDT (-0400)
  Re: no preview  
From: FlyerX
Date: 8 Oct 2014 05:30:15
Message: <54350427$1@news.povray.org>
On 10/7/2014 11:43 PM, Nekar Xenos wrote:
> On Wed, 08 Oct 2014 05:48:56 +0200, FlyerX <fly### [at] yahoocom> wrote:
>
> kar,
>>
>> Seems that PoseRay is not reading the lights properly from the Poser
>> scene. Since I rarely use the light setup from Poser anymore I did not
>> see this bug.
>>
>> A workaround for now is, after importing the lights from Poser, is to
>> set all lights to have a fade distance of 1 unit (assuming the scaling
>> when importing the scene was left at 103.2). Then scale all
>> intensities by 10000. That should give you a light setup that matches
>> closer to the Poser scene. I may need to test this conversion further
>> but it gave me good results with some test scenes.
>>
>> To set the same fade distance for all lights change the value in the
>> lights section, right click on the text box and select apply to all
>> lights. The intensity scale for all lights is at the bottom of the
>> lights section. Just enter 10000 and press apply. The multipliers for
>> each light will be very large after that.
>>
>> Another workaround is to not import the lights from Poser (uncheck the
>> option in the Poser scene import dialog) and set them up in PoseRay.
>> The scene will load with a default light always attached to the
>> camera. To control the camera light intensity just play with the total
>> intensity value in the lights section.
>>
>> Until recently I wrongly assumed the fade distance was the distance at
>> which most of the light faded away. In reality it is the distance at
>> which the light starts to fade. For a world in inches (if the import
>> scale was 103.2) A light source could be easily 2 inches across (a
>> light bulb). Since the source is at the center of the bulb then the
>> distance to start fading is 1 inch. I may still have this definition
>> wrong but seems to make more sense and works.
>>
>> I will issue a permanent fix for this in the next update.
>>
>> FlyerX
>
> Thanks, FlyerX
>
> I would like my units to be in meters so Then my scaling would have to
> be 2.62128.
> Attached is a screenshot of what thedisplay looks like after I loaded
> the scene into PoseRay.
> Thinking that maybe the scene is too much to handle, I disabled SSLT and
> radiosity, resulting in very dark renders. Today I tried the default
> quick sslt setting and it rendered fine in Pov-Ray, but still no display
> on PoseRay. I've tried with and without hardware acceleration with no
> change. Removing the lights asnd adding others also makes no difference.
>
> I need to see where each texture is on the model for my scene and now I
> can't because PoseRay doesn't show anything.
>
> I have a 2.6 GHz Q9400 Intel QuadCore with 4Gb RAM and a 1Gb ATI 5770
> and I am running Windows7 Ultimate.
>

Nekar,


Could you post the geometry info? This is found by clicking on the + 
button at the bottom by the email link and selecting geometry tab. 
Select all the text there, copy it (CTRL+C) and paste it as a reply. I 
am suspecting something is seriously wrong with the size of the scene 
that is not allowing PoseRay to preview it properly. I noticed that the 
light positions on your screenshot are really large if they are in meters.

Also did you try to remove all the lights and just let PoseRay use its 
camera light?

Maybe your scene is off-camera. Press reset camera in the camera section 
of the preview tab. This should show the entire scene. Maybe the scene 
is covered by a wall, dome or floor. Uncheck draw double sided in the 
display options section of the preview tab. Poser does not preview both 
sides of the geometry and that may lead to different previews in Poser 
and PoseRay.

One unrelated note about using a meter scale: POV-Ray, at least 3.5, had 
some issues with shadows if the scene was just a few units across. That 
is why I use inches or cm for my scenes to avoid this issue. This may 
not be a problem anymore with 3.6. This is unrelated but something to 
keep in mind if shadow artifacts show up.

FlyerX


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