POV-Ray : Newsgroups : povray.binaries.utilities : Rebuilt pose2pov Server Time
9 Oct 2026 06:53:47 EDT (-0400)
  Rebuilt pose2pov (Message 1 to 28 of 28)  
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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From: Halbert
Subject: Re: Rebuilt pose2pov
Date: 24 Jul 2000 17:30:36
Message: <397cb57c@news.povray.org>
Sorry for going into too much detail; I wasn't sure how much you've worked
with Moray and POV.
Yes, I think that scene would look good with some people. I think it would
be cool to put the people in the reflection, is that what you are planning?
You should post it in p.b.i. when you get it where you want it.
Actually, it already looks pretty good. :-)
HH


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From: Mark Wagner
Subject: Re: Rebuilt pose2pov
Date: 25 Jul 2000 01:05:25
Message: <397d2015@news.povray.org>
Peter Popov wrote in message ...
>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.


My experience with rendering on Windows NT is that this error is
semi-random.  It will usually not occur the first time you render an image
at a given resolution, and usually reducing the render resolution will
temporarily solve the problem.

Mark


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From: Simon Lacey
Subject: Re: Rebuilt pose2pov
Date: 25 Jul 2000 13:21:24
Message: <397DB0FA.44A7CE80@yahoo.com>
> Halbert,

I finally resolved my problem! I found an excellent tutorial titled "Using
UV-mapping with POV-Ray meshes" at

http://www.mediaport.net/Artichaud/Tran/sources/tutuve.htm

Its a very pragmatic tutorial written in June 2000 and states in part:
"Presently there is no 100% reliable way to convert an ObJ or 3DS file with UV
mapping to POV"
But he goes on to describe several different ways of going about it.

The thing that helped me was that he describes how to edit the texture file
(file nameT.inc) that Pose2POV produces. I went in and using the POV editor
replaced all the default texture statements with statements declaring a texture
based on the image map and that did the trick. The render quality of POV is
beautiful compared to Poser's render or even the Vue D'esprit render.

So in summary the current problems seem to be:

1. Pose2POV needs to work on a single mesh rather than a collection of meshes
otherwise you don't get a usable UDO in Moray..
2. The output file filename.inc seems still to lack the #version unofficial
MegaPOV 0.5; statement and I had to add this by hand.
3. The filenameT.inc has a default texture rather than image map and Moray
doesn't seem to be able to overwrite this when producing the files for POV, or
at least I haven't found out how to do it other than to manually alter the file
in POV's editor.

All of these can at least be worked round now.
Thanks a lot, HH!


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From: Halbert
Subject: Re: Rebuilt pose2pov
Date: 25 Jul 2000 16:13:46
Message: <397df4fa@news.povray.org>
OK. But the version number shouldn't be a problem (at least until POV 3.5 is
released, Or if you need to use Megapov > 0.3 features in the same scope as
the .inc file.) I was thinking it should be reletively easy to create a
windows version that could allow you to adjust things like whether to use a
default texture, or maybe the location of the image map you want to use.
Maybe even the version of POV being used. What are your thoughts?
HH


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From: Thomas Baier
Subject: Re: Rebuilt pose2pov
Date: 26 Jul 2000 00:47:23
Message: <47rsnscgv0080bqim3s6o16mvbft0sbrql@4ax.com>
On Mon, 24 Jul 2000 07:59:05 -0700, Simon Lacey <sfl### [at] yahoocom>
wrote:

Hi,

now there is guide available how to convert poser objects ot povray.
Just follow the link. 

http://www.stmuc.com/thbaier/3dwin_faq.txt

-tb


>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?


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From: Cliff Bowman
Subject: Re: Rebuilt pose2pov
Date: 21 Aug 2000 12:43:53
Message: <39a15c49@news.povray.org>
"Simon Lacey" <sfl### [at] yahoocom> wrote in message
news:397DB0FA.44A7CE80@yahoo.com...
> > Halbert,
>
> I finally resolved my problem! I found an excellent tutorial titled "Using
> UV-mapping with POV-Ray meshes" at
>
> http://www.mediaport.net/Artichaud/Tran/sources/tutuve.htm
>
> Its a very pragmatic tutorial written in June 2000 and states in part:
> "Presently there is no 100% reliable way to convert an ObJ or 3DS file
with UV
> mapping to POV"
> But he goes on to describe several different ways of going about it.
>
> The thing that helped me was that he describes how to edit the texture
file
> (file nameT.inc) that Pose2POV produces. I went in and using the POV
editor
> replaced all the default texture statements with statements declaring a
texture
> based on the image map and that did the trick. The render quality of POV
is
> beautiful compared to Poser's render or even the Vue D'esprit render.
>
> So in summary the current problems seem to be:
>
> 1. Pose2POV needs to work on a single mesh rather than a collection of
meshes
> otherwise you don't get a usable UDO in Moray..
> 2. The output file filename.inc seems still to lack the #version
unofficial
> MegaPOV 0.5; statement and I had to add this by hand.
> 3. The filenameT.inc has a default texture rather than image map and Moray
> doesn't seem to be able to overwrite this when producing the files for
POV, or
> at least I haven't found out how to do it other than to manually alter the
file
> in POV's editor.
>
> All of these can at least be worked round now.
> Thanks a lot, HH!

I don't know how late I am but...

I've recently(ish) updated my OBJuvPOV program to add the #version
unofficial MegaPOV 0.5 line to it's output. It copes with multiple meshes as
far as I've used it and produces 2 files - a .inc file which holds the mesh
and a .pov file which defines the textures (you'd have to specify the
bitmap/s you want to use) and calls the .inc file.

I haven't uploaded the update due to assuming there was a lack of interest,
but if people want my little Visual Basic 5 effort then it's free. Limited,
but free. This was a quick hack (adding the #version) because long term I
hope to include .OBJ to .POV functionality within a little normal editor
(because far too many .OBJ files have normal problems for my liking and,
well, it's something to do).

--
Cheers,
Cliff Bowman

http://www.geocities.com/who3d/


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From: Halbert
Subject: Re: Rebuilt pose2pov
Date: 21 Aug 2000 18:49:59
Message: <39a1b217@news.povray.org>
Yes. I'd be willing to give it a try. I'm just too damn lazy to continue
working on that code that someone else wrote. Mood has to be juuuuust right
before I will even fire up Visual C++. I assume that your program is located
at the web address indicated by your signature. Yes?

H²


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From: Christophe Bouffartigue
Subject: Re: Rebuilt pose2pov
Date: 22 Aug 2000 06:53:06
Message: <39A25B91.889955E5@nanterre.marelli.fr>
Cliff Bowman wrote:
> 
> 
> I haven't uploaded the update due to assuming there was a lack of interest,
> but if people want my little Visual Basic 5 effort then it's free. Limited,
> but free.

Yes, I want... ;)

I often use OBJuvPOV in conjonction with UVMapper, and it works
perfectly for me
(except that the camera and light location are generated with ','
instead of '.'
in the numbers (am I clear ??)...)

Thanks in advance.

Bouf.


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From: Cliff Bowman
Subject: Re: Rebuilt pose2pov
Date: 22 Aug 2000 14:20:10
Message: <39a2c45a$1@news.povray.org>
"Halbert" <hha### [at] capitalnet> wrote in message
news:39a1b217@news.povray.org...
> Yes. I'd be willing to give it a try. I'm just too damn lazy to continue
> working on that code that someone else wrote. Mood has to be juuuuust
right
> before I will even fire up Visual C++. I assume that your program is
located
> at the web address indicated by your signature. Yes?
>
Yup - and now I've just uploaded the latest (second) update too. You can get
to it slightly faster by going straight to
http://www.geocities.com/who3d/Models.html rather than going through the
opening page rigmarole.

If you have any problems with it, fell free to e-mail me (preferably with as
much info as possible as to what's wrong - full error messages are good!).

Meanwhile, I guess I'd better check out Christophe's comment on the Camera
location.

--
Cheers,
Cliff Bowman

http://www.geocities.com/who3d/


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From: Cliff Bowman
Subject: Re: Rebuilt pose2pov
Date: 22 Aug 2000 14:37:46
Message: <39a2c87a@news.povray.org>
"Christophe Bouffartigue" <Chr### [at] nanterremarellifr>
wrote in message news:39A25B91.889955E5@nanterre.marelli.fr...
> Cliff Bowman wrote:
> >
> >
> > I haven't uploaded the update due to assuming there was a lack of
interest,
> > but if people want my little Visual Basic 5 effort then it's free.
Limited,
> > but free.
>
> Yes, I want... ;)
>
> I often use OBJuvPOV in conjonction with UVMapper, and it works
> perfectly for me
> (except that the camera and light location are generated with ','
> instead of '.'
> in the numbers (am I clear ??)...)
>


Possibly. It attempts to calculate reasonable light and camera positions
based on the model. so, for example, for the Poser4 lo-resolution casual
female (with no hair) exported as box.obj (for reasons too silly to go into)
it produces the following .POV file (but without the annotations which I've
added manually).

In addition I should mention that to select mesh2 format you should first
select "Tools...Options...POV Export" and select uvPOV mesh2. That will
become the default from thereon in. I've had trouble with the Trimap version
if including more than 1 mesh, or moving the mesh, so I haven't even tested
that option in this latest version (however last time I tested it with just
1 copy of an untranslated mesh mesh it worked beautifully with Chris
Colefax's Trimap mesh macro).

#version unofficial MegaPOV 0.5; // Quick hack added to produce this,
regardless of export type. Naughty of me, but I'm concentrating on a C++
version called "OBJuvMOD".
//First off we get the extents of the .OBJ file.
#declare OBJuvPOVmaxX =  .317443;
#declare OBJuvPOVminX = -.31757;
#declare OBJuvPOVmaxY =  .700764;
#declare OBJuvPOVminY = -.00158505;
#declare OBJuvPOVmaxZ =  .0488173;
#declare OBJuvPOVminZ = -.0713547;
//Then the camera position. Is this what you mean about using "."'s?
camera {
    location <-6.35000000000496E-05 , 0.349589475 ,-1.4159668 >
    look_at <-6.35000000000496E-05 , 0.349589475 ,-0.0112687 >
}

//Again, light source positions are rather daft.
light_source { <-1.58785 , 3.50382 ,-0.3567735 > rgb<1,1,1>}
light_source { < 1.587215 , 3.50382 ,-0.3567735 > rgb<1,1,1>}
background {rgb<0.5,0.5,0.5>}
//Now I set up a default texture - obviously you can (indeed should) change
// the bitmap to the one you wish to use as the default texture (e.g. the
texture
// file for a low-res casual female in this example).
#declare OBJuvPOV_Texture = texture
{
    pigment
    {
        image_map
        {
            tga "OBJuvPOV.tga"
        }
    }
}
//Each texture thereafter is, by default, simply a copy of the "default"
one. Change the
// definition of the texture to something else for any halfway decent model
// (for example, to set a different finish to eyes, nails, hair etc. -
and/or different UV
// texture bitmaps).
// The name of each texture is calculated from the texture/material name in
the .OBJ
// file (appaended to "OBJuvPOV_Texture_OBJuvPOV" because I couldn't
imageine
// THAT as *ever* being a name used in a real model).

#declare OBJuvPOV_Texture_OBJuvPOVcolor2 = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVcolor1 = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVcolor5 = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVcolor3 = texture {OBJuvPOV_Texture}
#declare OBJuvPOV_Texture_OBJuvPOVcolor4 = texture {OBJuvPOV_Texture}
#declare ConvObject =
union
{
// When the include file below is called, the textures listed above are
applied to the mesh.
// I did it this way because I have limited memory (RAM) and patience so I
hate wading
// through large .inc files looking for textures to replace.
    #include "Box.inc"
}
object {ConvObject}

Hope this helps,


--
Cheers,
Cliff Bowman

http://www.geocities.com/who3d/


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From: Cliff Bowman
Subject: Re: Rebuilt pose2pov
Date: 22 Aug 2000 14:42:52
Message: <39a2c9ac$1@news.povray.org>
Oh - a quick note. Win98 seems to have all the runtime stuff for VB5
already. So if you're using Win98 then all you need is the ~100K .ZIP file
and perhaps the documentation (there's a link to an online copy of that).

Win2000 may well have the runtime too. Worth a try, at least (although since
there's only the .exe in the update file, you'll have to select a location
on your hard drive to store it, and possibly create a shortcut to the dektop
and/or start menu yourself).


--
Cheers,
Cliff Bowman

http://www.geocities.com/who3d/


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From: Christophe Bouffartigue
Subject: OBJuvPOV
Date: 23 Aug 2000 03:12:44
Message: <39A3796C.3E6CE5A5@nanterre.marelli.fr>
Cliff Bowman wrote:
> 
> >
> > I often use OBJuvPOV in conjonction with UVMapper, and it works
> > perfectly for me
> > (except that the camera and light location are generated with ','
> > instead of '.'
> > in the numbers (am I clear ??)...)
> >
> 
> Possibly. It attempts to calculate reasonable light and camera positions
> based on the model. so, for example, for the Poser4 lo-resolution casual
> female (with no hair) exported as box.obj (for reasons too silly to go into)
> it produces the following .POV file (but without the annotations which I've
> added manually).

What I was talking about is the separator used between the int part and
decimal part of the floats int camera locations. On a french system,
this separator is a ',', not a '.'. I think that VB use the default
separator of the system to print floats, so my camera declaration was
somethong like that:

camera {
 location < 0,32145, 0,7521, -0,4582> // 5 ',' in a vector, POV doesn't
like that :)
 look_at < 0,32145, 0,7521, -0,00321>
}

and the same for light source locations....


For all the rest, it's a great program, and works almost perfectly. I
had a problem, once, with a mesh without normals, it generated a bad
mesh2, but using a conversion program to add normal information was the
solution....
So far, I've used OBJuvPOV to convert OBJ mesh that comes from various
3D software (Lightwave esentially, after conversion in OBJ), but last
night, I've converted my first real Poser OBJ file, and all was OK, so,
one more time: IT'S A GREAT PROG !!!!

I'll get the zip without VB runtime, and I'll try this tonight.

Thanks a lot.

Bouf.


Post a reply to this message

From: Cliff Bowman
Subject: Re: OBJuvPOV
Date: 23 Aug 2000 06:21:06
Message: <39a3a592@news.povray.org>
"Christophe Bouffartigue" <Chr### [at] nanterremarellifr>
wrote in message news:39A3796C.3E6CE5A5@nanterre.marelli.fr...
> Cliff Bowman wrote:
> >
> > >
> > > I often use OBJuvPOV in conjonction with UVMapper, and it works
> > > perfectly for me
> > > (except that the camera and light location are generated with ','
> > > instead of '.'
> > > in the numbers (am I clear ??)...)
> > >
> >
> > Possibly. It attempts to calculate reasonable light and camera positions
> > based on the model. so, for example, for the Poser4 lo-resolution casual
> > female (with no hair) exported as box.obj (for reasons too silly to go
into)
> > it produces the following .POV file (but without the annotations which
I've
> > added manually).
>
> What I was talking about is the separator used between the int part and
> decimal part of the floats int camera locations. On a french system,
> this separator is a ',', not a '.'. I think that VB use the default
> separator of the system to print floats, so my camera declaration was
> somethong like that:
>
> camera {
>  location < 0,32145, 0,7521, -0,4582> // 5 ',' in a vector, POV doesn't
> like that :)
>  look_at < 0,32145, 0,7521, -0,00321>
> }
>
> and the same for light source locations....
>

Doh! Sudden dawning <light bulb flashes on and as in a like a cheap SF
program>

Hmmm... Do you think it's worth my addressing, or is it easy enough to
change the .POV files? For that matter - how well are the meshes coming out?
If they're getting some "," characters instead of "." characters I cans see
that messing up big time (potentially, at least). I hadn't even though about
countries not using "." as the decimal place operator (though more and more
I see figures presented that way on paper - annoys the biggins out of me).
The "completely new lots of wonderful new features written all in C++"
version (OBJuvMOD) is still a *long* way away even if I get it to do
everything I want (for example, adding normals to .OBJ meshes without
normals, editing normals semi-visually so that meshes with normal errors can
be corrected, possibly other features that I'd *like* to do, like UV Map
co-ordinate editing) so don't be expecting the new program to replace
OBJuvPOV this side of Christmas (at least). I expect my health to be good
enough to return to work soon (with luck) so I'll have even less time for
development work too :(

>
> For all the rest, it's a great program, and works almost perfectly. I
> had a problem, once, with a mesh without normals, it generated a bad
> mesh2, but using a conversion program to add normal information was the
> solution....
> So far, I've used OBJuvPOV to convert OBJ mesh that comes from various
> 3D software (Lightwave esentially, after conversion in OBJ), but last
> night, I've converted my first real Poser OBJ file, and all was OK, so,
> one more time: IT'S A GREAT PROG !!!!
>

It's a simple hack knocked up by someone who needed it himself. Given all
I've had out of the POV-Ray community (by way of scene source, helpful
comments etc.) I'd be a bit rude not to offer it around. IMO :)

The next effort will, I hope, be much more worthy of the accolade "program"
and less prone to the term "hack". But we'll see...


--
Cheers,
Cliff Bowman

http://www.geocities.com/who3d/


Post a reply to this message

From: Christophe Bouffartigue
Subject: Re: OBJuvPOV
Date: 23 Aug 2000 06:42:00
Message: <39A3AA77.670E16BC@nanterre.marelli.fr>
Cliff Bowman wrote:
> 
> 
> Doh! Sudden dawning <light bulb flashes on and as in a like a cheap SF
> program>

beautiful metaphor... ;)

> Hmmm... Do you think it's worth my addressing, or is it easy enough to
> change the .POV files?

It is easy enough to change (but surprising the first time...). Maybe
you can point it in some docs... So I can wait for your OBJuvMOD....
OBJuvPOV have all the fonctionalities I need for the moment...

> For that matter - how well are the meshes coming out?

The meshes are OK (if I understand right your question...).


> OBJuvPOV this side of Christmas (at least). I expect my health to be good
> enough to return to work soon (with luck) so I'll have even less time for
> development work too :(

I's better worth to have a good health instead of plenty of time for
development. Believe me... Hope you'll be better...

Bouf.


Post a reply to this message

From: Cliff Bowman
Subject: Re: OBJuvPOV
Date: 23 Aug 2000 11:11:19
Message: <39a3e997@news.povray.org>
"Christophe Bouffartigue" <Chr### [at] nanterremarellifr>
wrote in message news:39A3AA77.670E16BC@nanterre.marelli.fr...
> Cliff Bowman wrote:
> >
> >
> > Doh! Sudden dawning <light bulb flashes on and [Ed - and off] as in a
cheap SF
> > program>
>
> beautiful metaphor... ;)

I'm a Doctor Who fan (as if you couldn't guess) and also a fan of Terry
Pratchett. SF and humour are both things I appreciate :)

> > Hmmm... Do you think it's worth my addressing, or is it easy enough to
> > change the .POV files?
>
> It is easy enough to change (but surprising the first time...). Maybe
> you can point it in some docs... So I can wait for your OBJuvMOD....
> OBJuvPOV have all the fonctionalities I need for the moment...
>
> > For that matter - how well are the meshes coming out?
>
> The meshes are OK (if I understand right your question...).
>

You do indeed - and I'm afraid I was a little impatient. Once I knew what
the problem was, I had a quick glance at the code to see if I could easily
do anything about it (it may be a small problem, but I hate software that
I've written that has niggly "issues" even more than I hate having to deal
with other people's "niggly" software). So I've produced a possible fix for
the comma/decimal point problem. I'd be most appreciative if you could test
it and let me know how this new version (0.0.13!) performs.

<looks to the newsgroup name> Hmmm... I ought to be able to attach the "no
libraries" version here easily enough...

>
> > OBJuvPOV this side of Christmas (at least). I expect my health to be
good
> > enough to return to work soon (with luck) so I'll have even less time
for
> > development work too :(
>
> I's better worth to have a good health instead of plenty of time for
> development. Believe me... Hope you'll be better...
>

Absolutely. I may even be able to *buy* stuff that at the moment I write or
do without instead! (looking forward to getting back to work).

Pls let me know if this new version is an improvement - if it is I'll update
the history documentation and upload it to the web site.


--
Cheers,
Cliff Bowman

http://www.geocities.com/who3d/


Post a reply to this message


Attachments:
Download 'OUP0013.zip' (92 KB)

From: Christophe Bouffartigue
Subject: Re: OBJuvPOV
Date: 24 Aug 2000 04:37:54
Message: <39A4DEE1.3165AFB0@nanterre.marelli.fr>
Cliff Bowman wrote:
> 
> 
> I'm a Doctor Who fan (as if you couldn't guess) and also a fan of Terry
> Pratchett. SF and humour are both things I appreciate :)

Waoh, I'm a TPratchett fan too. But I only read the french translations
:(


> with other people's "niggly" software). So I've produced a possible fix for
> the comma/decimal point problem. I'd be most appreciative if you could test
> it and let me know how this new version (0.0.13!) performs.

Nop !! Not OK. There's always tge problem with camera and light sources,
but now, also with the OBJuvPOVmaxX variable...

If you can't find a quick fix to it, then don't bother. I'll continue to
use your soft "as is"... The "#version" evolution is already a good
thing, I dont' need anymore to modify the inc file...

Thanks for all.

Bouf.


Post a reply to this message

From: Cliff Bowman
Subject: Re: OBJuvPOV
Date: 24 Aug 2000 08:39:13
Message: <39a51771@news.povray.org>
"Christophe Bouffartigue" <Chr### [at] nanterremarellifr>
wrote in message news:39A4DEE1.3165AFB0@nanterre.marelli.fr...
> Cliff Bowman wrote:
> >
> >
> > I'm a Doctor Who fan (as if you couldn't guess) and also a fan of Terry
> > Pratchett. SF and humour are both things I appreciate :)
>
> Waoh, I'm a TPratchett fan too. But I only read the french translations
> :(
>

I'll try not to let slip what happens in "The Truth" then :)

>
> > with other people's "niggly" software). So I've produced a possible fix
for
> > the comma/decimal point problem. I'd be most appreciative if you could
test
> > it and let me know how this new version (0.0.13!) performs.
>
> Nop !! Not OK. There's always tge problem with camera and light sources,
> but now, also with the OBJuvPOVmaxX variable...

Darn - OK, I've spotted my flaw (which was to let other people do the
testing rather than reproduce the fault myself and then work on it. Bad me).
While I was tidying up I've also made the #version less of a hack (it now
only includes the line if you've selected one of the MegaPOV formats to
export to) and made mesh and trimap exports use the same technique (they'd
have failed in France too!). Curiously MegaPOV 0.5A seems to parse even the
Trimap version faster than the official 3.1g does - and unlike 3.1g you can
place multiple copies of a single UV mesh (Trimap, mesh, or mesh2) object in
a scene without the UV mapping going haywire. I guess that means it's a
problem with 3.1g...

...still, even with the official 3.1g you can load a UV-mapped mesh and
translate it around the scene (oh - I didn't try scaling it, I only tried
rotating and translating it) thanks to Chris Colefax's Trimap macro. Cool.

> If you can't find a quick fix to it, then don't bother. I'll continue to
> use your soft "as is"... The "#version" evolution is already a good
> thing, I dont' need anymore to modify the inc file...
>

God that must have been a pain! Especially if you're using large meshes.
People really should, IMO, complain more often. I hope this is the best
version you've seen, I plan to update the documentation and the web site,
oh, "sometime soon now" (probably sometime in the next few days).


--
Cheers,
Cliff Bowman

http://www.geocities.com/who3d/


Post a reply to this message


Attachments:
Download 'OUP0014.zip' (94 KB)

From: Christophe Bouffartigue
Subject: Re: OBJuvPOV
Date: 25 Aug 2000 05:27:33
Message: <39A63C04.6E510F20@nanterre.marelli.fr>
Cliff Bowman wrote:
> 

> People really should, IMO, complain more often. I hope this is the best
> version you've seen, I plan to update the documentation and the web site,
> oh, "sometime soon now" (probably sometime in the next few days).

Bingo !!! That's it !!! I keep this one.  :))

Thanks a lot.

And now, let's render (probably some discworld related pictures.... I
hope).

Bouf.


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