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From: Halbert
Subject: Rebuilt pose2pov
Date: 22 Jul 2000 23:35:25
Message: <397a67fd@news.povray.org>
Here is a new build of Steve Sloan II's pose2pov. I had found problems where
pose2pov would create an ill-formed
.udo. This will work now. However there is still a bug; if you try to
convert a .obj with multiple
meshes, pose2pov will generate the vertex_vectors only for the first mesh. I
will work on that. For now,
export your .obj files as a single mesh.
Just run the utility on the .obj, fire up moray, load the .udo, and give it
the appropriate image_map texture.

For the time being it will even insert:
#version unofficial Megapov 0.3;
at the top of the .inc if appropriate. (I will remove this when pov 3.5
comes out.)
HH


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Attachments:
Download 'Pose2pov.zip' (54 KB)

From: Simon Lacey
Subject: Re: Rebuilt pose2pov
Date: 23 Jul 2000 01:21:49
Message: <397A816A.805C1F9@yahoo.com>
Halbert,

Thanks for your hard work!. I tried this rebuild.
The good news is that it does indeed create a manipulatable UDO mesh from an UDO
run thru Moray.
However, I cannot get it to render with other than a default texture. I used
material editor to create a new material using  the poser4nude woman .png,
assigned it to the UDO,   and put that .png file in the MegaPOV library path
(version 0.5 not 0.3 here btw). I just got Window stretchbits error and a white
render.
Exactly how do you assign a Poser texture map to the UDO?

Halbert wrote:

> Here is a new build of Steve Sloan II's pose2pov. I had found problems where
> pose2pov would create an ill-formed
> .udo. This will work now. However there is still a bug; if you try to
> convert a .obj with multiple
> meshes, pose2pov will generate the vertex_vectors only for the first mesh. I
> will work on that. For now,
> export your .obj files as a single mesh.
> Just run the utility on the .obj, fire up moray, load the .udo, and give it
> the appropriate image_map texture.
>
> For the time being it will even insert:
> #version unofficial Megapov 0.3;
> at the top of the .inc if appropriate. (I will remove this when pov 3.5
> comes out.)
> HH
>
>                    Name: Pose2pov.zip
>    Pose2pov.zip    Type: WinZip File (application/x-compressed)
>                Encoding: x-uuencode


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From: Halbert
Subject: Re: Rebuilt pose2pov
Date: 23 Jul 2000 09:33:03
Message: <397af40f@news.povray.org>
Hmmm. That sounds alot like what I did, but the texture rendered correctly.
Well, I guess it needs more work.
I used "Megapov 0.3" because that is the earliest version of Megapov with uv
mapping (I believe.) I am using Mega  0.5a as well. Also, I noticed that TB
has announced 3dwin 4.2 and it says there is Megapov support (hooray!). I
will continue playing with this to see about creating a Moray plugin to
convert .objs.
HH


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From: Mark Wagner
Subject: Re: Rebuilt pose2pov
Date: 24 Jul 2000 01:34:13
Message: <397bd555@news.povray.org>
Simon Lacey wrote in message <397### [at] yahoocom>...
>I just got Window stretchbits error and a white
>render.


I'm fairly sure that this is a problem with Windows, not Pov-Ray or Moray.
You're using Windows NT 4, right?  If so, this is a known problem.  The
render is there, but you need to open the file it was saved to to view it.

Mark


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From: Simon Lacey
Subject: Re: Rebuilt pose2pov
Date: 24 Jul 2000 10:57:10
Message: <397C59B9.3DF05D3F@yahoo.com>
Agreed. Its a Windows error. I'm running W98 though. I discovered the actual
existence of the render despite the error myself.
However, the render is still an untextured white though.
Ah well.. I'm very close to giving up on P2Pov since 3DWin 4.2 is supposed to
do it all if you pay for the registered version. Has anyone experience with
the registered version and a review?

Mark Wagner wrote:

> Simon Lacey wrote in message <397### [at] yahoocom>...
> >I just got Window stretchbits error and a white
> >render.
>
> I'm fairly sure that this is a problem with Windows, not Pov-Ray or Moray.
> You're using Windows NT 4, right?  If so, this is a known problem.  The
> render is there, but you need to open the file it was saved to to view it.
>
> Mark


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From: Peter Popov
Subject: Re: Rebuilt pose2pov
Date: 24 Jul 2000 11:06:39
Message: <cltnns87jbmhv67bvjve0fngb6hngpufmm@4ax.com>
On Mon, 24 Jul 2000 01:35:57 -0400, "Mark Wagner"
<mar### [at] gtenet> wrote:

>I'm fairly sure that this is a problem with Windows, not Pov-Ray or Moray.
>You're using Windows NT 4, right?  If so, this is a known problem.  The
>render is there, but you need to open the file it was saved to to view it.

Try restoring the maximized render window, your render is too small
conpared to the window size and Windows can't manage the zoom factor.
At least that's what my experience tells me about this error.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG      e-mail : pet### [at] tagpovrayorg


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From: Halbert
Subject: Re: Rebuilt pose2pov
Date: 24 Jul 2000 11:34:41
Message: <397c6211@news.povray.org>
Not sure why all the problems. I know that the default texture is in the
xxxxxt.inc file (where "xxxxx" is th name of your model file.
When I tested the program I also used the standard nekkid lady and ran:
pose2pov -uv figure1
started Megapov, started Moray, loaded figure1.udo, created an image_map
texture using the map I had prepared, assigned it to the udo object, saved
and rendered. It came out fine.
I do agree though that the 3dwin is problbly the best immediate solution.
(an gui too!)
HH


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From: Simon Lacey
Subject: Re: Rebuilt pose2pov
Date: 24 Jul 2000 13:02:40
Message: <397C5B19.32A53DC5@yahoo.com>
I'll try it again tonight; (the software is on my home computer)
One question - and sorry for my slowness-

The only ambigous step in the below procedure you describe is "created an
image_map texture using the map I had prepared"
When I tried it, I simply opened the Poser nude woman  image file from the
Poser textures directory in Paintshop Pro and saved it as a.png file in the
POV-ray library directory. Do I need to do more than this? Run it through UV
mapper or something? The problem may be that the xxxxxxt.inc file wasn't
modified. Will Moray alter this file so that the default texture is replaced
by the image map in the texture I create in the texture editor?

If this works out then the "only" outstanding problem (other than the
clumsiness of the whole process (Poser, Moray, POV, Poser2POV, UVmapper,
Paintshop pro) thats 6 programs!) is that the UDO is a single mesh. Means that
stuff like hair would have to be imported separately and placed with Moray on
top of the head since you can't texture it separately from the figure...

I'll try it all again tonight. I'm looking forward to getting back to actual
modelling and rendering and not just fiddling with file formats and converters
which I seem to have been doing for way too long!



Halbert wrote:

> Not sure why all the problems. I know that the default texture is in the
> xxxxxt.inc file (where "xxxxx" is th name of your model file.
> When I tested the program I also used the standard nekkid lady and ran:
> pose2pov -uv figure1
> started Megapov, started Moray, loaded figure1.udo, created an image_map
> texture using the map I had prepared, assigned it to the udo object, saved
> and rendered. It came out fine.
> I do agree though that the 3dwin is problbly the best immediate solution.
> (an gui too!)
> HH


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From: Halbert
Subject: Re: Rebuilt pose2pov
Date: 24 Jul 2000 16:19:02
Message: <397ca4b6@news.povray.org>
After you have loaded the .udo in Moray, try using the texture editor to
create a new texture. Create a pigment inside the texture, then select
"image_map" for the type of pigment. There should be a little button that
will let you browse to find your .png map image. After you've done that,
then use the "Assign" button to give your object that texture. Let me know
how you make out in any case!

> I'll try it all again tonight. I'm looking forward to getting back to
actual
> modelling and rendering and not just fiddling with file formats and
converters
> which I seem to have been doing for way too long!

I know exactly what you mean! I went through the same thing the first time I
tried the new uv mapped texture.

> If this works out then the "only" outstanding problem (other than the
> clumsiness of the whole process (Poser, Moray, POV, Poser2POV, UVmapper,
> Paintshop pro) thats 6 programs!) is that the UDO is a single mesh. Means
that

Now you know one reason why so many people use only the scripting language
and no modeler. I do really like using modelers (esp. NURBS) but I spend
alot more time dinking around with the pov script than anything else.

HH


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From: Simon Lacey
Subject: Re: Rebuilt pose2pov
Date: 24 Jul 2000 16:47:10
Message: <397C8FB6.C44C25AE@yahoo.com>
Halbert,

Many thanks for your advice. I know how to make an image map as a texture... I'm
just flummoxed when it doesn't come out as expected - part of not knowing enough
about POV scripts.

Anyway, in this image of mine the rug on the floor is an image map:

http://www.renderosity.com/viewed.ez?galleryid=13908&Start=1&Sectionid=0&Form.Search=Rhialto

And the reason I want Poser figures is to populate this scene:

http://www.renderosity.com/viewed.ez?galleryid=15109&Start=1&Sectionid=0&Form.Search=Rhialto

Yes, these figures are cheats from the ray-tracing point of view in that the sky
in the latter picture and the image in the mirror in the former is a Terragen
creation. I've just discovered the sky and clouds in POV tutorials though, so
some day....

Simon (Rhialto)


Halbert wrote:

> After you have loaded the .udo in Moray, try using the texture editor to
> create a new texture. Create a pigment inside the texture, then select
> "image_map" for the type of pigment. There should be a little button that
> will let you browse to find your .png map image. After you've done that,
> then use the "Assign" button to give your object that texture. Let me know
> how you make out in any case!
>
> > I'll try it all again tonight. I'm looking forward to getting back to
> actual
> > modelling and rendering and not just fiddling with file formats and
> converters
> > which I seem to have been doing for way too long!
>
> I know exactly what you mean! I went through the same thing the first time I
> tried the new uv mapped texture.
>
> > If this works out then the "only" outstanding problem (other than the
> > clumsiness of the whole process (Poser, Moray, POV, Poser2POV, UVmapper,
> > Paintshop pro) thats 6 programs!) is that the UDO is a single mesh. Means
> that
>
> Now you know one reason why so many people use only the scripting language
> and no modeler. I do really like using modelers (esp. NURBS) but I spend
> alot more time dinking around with the pov script than anything else.
>
> HH


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