POV-Ray : Newsgroups : povray.advanced-users : How to calculate object size Server Time
24 Nov 2024 07:54:51 EST (-0500)
  How to calculate object size (Message 1 to 3 of 3)  
From: badjanah
Subject: How to calculate object size
Date: 3 Jan 2008 08:15:04
Message: <web.477cded5f3c4b98ff2945ac50@news.povray.org>
I need to insert into povray scene some exported 3ds objects. Exported
objects are complex, have many polygons and vertex. How automatically
calculate object bounding box for scaling to needed size?


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From: Alain
Subject: Re: How to calculate object size
Date: 3 Jan 2008 10:34:12
Message: <477d0074@news.povray.org>
badjanah nous apporta ses lumieres en ce 2008/01/03 08:12:
> I need to insert into povray scene some exported 3ds objects. Exported
> objects are complex, have many polygons and vertex. How automatically
> calculate object bounding box for scaling to needed size?
> 
> 
> 
Get PoseRay (Free).
Import the 3DS object into PoseRay.
Here, you can rotate, translate and rotate the object if you wish.
Export the object to POV-Ray. This will create a file (.inc) that POV-Ray can 
use. That file will contain a mesh version of your object. You may also have 
some other files containing the materials to be used with the obect.

#include the file(s) from PoseRay into your scene.

Once the object is available to POV-Ray, you can use min_extent() and 
max_extent() to retreive the actual bounding box of that object and use that to 
scale it.
As the imported object is a mesh, you can use 1000's of it without problem.

-- 
Alain
-------------------------------------------------
Advertisements contain the only truths to be relied on in a newspaper.
Thomas Jefferson


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From: Sherry Shaw
Subject: Re: How to calculate object size
Date: 4 Jan 2008 19:37:24
Message: <477ed144@news.povray.org>
Alain wrote:
> badjanah nous apporta ses lumieres en ce 2008/01/03 08:12:
>> I need to insert into povray scene some exported 3ds objects. Exported
>> objects are complex, have many polygons and vertex. How automatically
>> calculate object bounding box for scaling to needed size?
>>
>>
>>
> Get PoseRay (Free).
> Import the 3DS object into PoseRay.
> Here, you can rotate, translate and rotate the object if you wish.
> Export the object to POV-Ray. This will create a file (.inc) that 
> POV-Ray can use. That file will contain a mesh version of your object. 
> You may also have some other files containing the materials to be used 
> with the obect.
> 
> #include the file(s) from PoseRay into your scene.
> 
> Once the object is available to POV-Ray, you can use min_extent() and 
> max_extent() to retreive the actual bounding box of that object and use 
> that to scale it.
> As the imported object is a mesh, you can use 1000's of it without problem.
> 

Also, the #include file created by PoseRay will include (as comments) 
the minimum and maximum x-, y-, and z-extents of the object, which *may* 
save you a step or two, at least in deciding precisely how to deal with 
the object.

--Sherry Shaw


-- 
#macro T(E,N)sphere{x,.4rotate z*E*60translate y*N pigment{wrinkles scale
.3}finish{ambient 1}}#end#local I=0;#while(I<5)T(I,1)T(1-I,-1)#local I=I+
1;#end camera{location-5*z}plane{z,37 pigment{granite color_map{[.7rgb 0]
[1rgb 1]}}finish{ambient 2}}//                                   TenMoons


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