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27 Dec 2024 09:03:03 EST (-0500)
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From: yesbird
Subject: Exporting tools
Date: 3 Mar 2023 12:25:04
Message: <64022d70@news.povray.org>
Hi.
I would like to share tools for exporting data to POV/SDL format
that I am using in my projects. To preserve flexibility, exported data
stored in array that can be processed by macros.

At present time following formats and entities are supported:
1. Cinema4D
1.1 Splines

Now I'm working on exporting spheres from C4D and 'polypainted' meshes
from ZBrush with preserving color-per-vertex information.

Repository: https://github.com/syanenko/pov-utils
--
YB


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From: Mike Miller
Subject: Re: Exporting tools
Date: 4 Mar 2023 17:40:00
Message: <web.6403c79026764c41a30d213ddabc9342@news.povray.org>
yesbird <sya### [at] gmailcom> wrote:
> Hi.
> I would like to share tools for exporting data to POV/SDL format
> that I am using in my projects. To preserve flexibility, exported data
> stored in array that can be processed by macros.
>
> At present time following formats and entities are supported:
> 1. Cinema4D
> 1.1 Splines
>
> Now I'm working on exporting spheres from C4D and 'polypainted' meshes
> from ZBrush with preserving color-per-vertex information.
>
> Repository: https://github.com/syanenko/pov-utils
> --
> YB

Thank you YB! I'll definitely check that out. Love to see how you're handling
the data. I'm doing something similar with dxf ascii files exported from Cad.
Have you looked at Blender? - I've use it for FBX exports for odds and ends. Not
sure if vertex color can be preserved but individual objects/spheres would carry
a material name that could be used in a macro.

Attached is my latest fish model floating around some pipes from a chemical
spill.  ...we just had a chemical spill over into Ohio..haha. It started as an
underwater scene, but I added a reflection pool so I'm not sure where this is
going. It's a work in progress but I like the rendering so far - so I'm posting
it.

Mike.


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From: yesbird
Subject: Re: Exporting tools
Date: 4 Mar 2023 19:11:49
Message: <04c5c7a0-83b2-f372-5148-299a1e4d0f8e@gmail.com>
On 05/03/2023 01:34, Mike Miller wrote:
Hi, Mike.
> Thank you YB! I'll definitely check that out. Love to see how you're handling
> the data. I'm doing something similar with dxf ascii files exported from Cad.
> Have you looked at Blender? - I've use it for FBX exports for odds and ends. Not
> sure if vertex color can be preserved but individual objects/spheres would carry
> a material name that could be used in a macro.
I should say that I started to write a C4D exporter after looking at
your workflow - POV definitely needs some external drawing tools. I used
AutoCad 10 in 1993, writing extensions for
ecological calculations (insolations and noise normatives in
architecture), now C4D is my first 3D tool. Exporter is almost
completed, I'm doing final cleanup now and hope tomorrow will be the
first release :)

> Attached is my latest fish model floating around some pipes from a chemical
> spill.  ...we just had a chemical spill over into Ohio..haha.
Horror ...

> It started as an underwater scene, but I added a reflection pool so I'm not sure
where this is
> going. It's a work in progress but I like the rendering so far - so I'm posting
> it.
Rendering is really good, and also I like to look at the development
process in dynamics, including basic drafts, this gives me an idea of
the author's thinking methods.

Looking forward for your new posts.
--
YB


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From: yesbird
Subject: Re: Exporting tools
Date: 4 Mar 2023 19:25:08
Message: <15b6c916-a87d-d66a-19d3-3b8af040482d@gmail.com>
Btw, don't you have ready-to-publish Fish-13 with green skin like on
attached image ? I would like to add it to collection, but have troubles
with texture tweaking :(
--
YB


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From: Mike Miller
Subject: Re: Exporting tools
Date: 4 Mar 2023 19:45:00
Message: <web.6403e54e26764c41a30d213ddabc9342@news.povray.org>
yesbird <sya### [at] gmailcom> wrote:
> On 05/03/2023 01:34, Mike Miller wrote:
> Hi, Mike.
> > Thank you YB! I'll definitely check that out. Love to see how you're handling
> > the data. I'm doing something similar with dxf ascii files exported from Cad.
> > Have you looked at Blender? - I've use it for FBX exports for odds and ends. Not
> > sure if vertex color can be preserved but individual objects/spheres would carry
> > a material name that could be used in a macro.
> I should say that I started to write a C4D exporter after looking at
> your workflow - POV definitely needs some external drawing tools. I used
> AutoCad 10 in 1993, writing extensions for
> ecological calculations (insolations and noise normatives in
> architecture), now C4D is my first 3D tool. Exporter is almost
> completed, I'm doing final cleanup now and hope tomorrow will be the
> first release :)
>
> > Attached is my latest fish model floating around some pipes from a chemical
> > spill.  ...we just had a chemical spill over into Ohio..haha.
> Horror ...
>
> > It started as an underwater scene, but I added a reflection pool so I'm not sure
where this is
> > going. It's a work in progress but I like the rendering so far - so I'm posting
> > it.
> Rendering is really good, and also I like to look at the development
> process in dynamics, including basic drafts, this gives me an idea of
> the author's thinking methods.
>
> Looking forward for your new posts.
> --
> YB


Thanks YB,
you started using AutoCAD before I did. :)
I bought 3DS Max in 93 and stared using AutoCAD 12 professionally in '95 or so.

Below is the pipe macro for the fish scene I just posted. Almost a parametric
object. :)






//--- pipe and flange parts
//--- miller 3.2.23
#include "shapes3.inc"


#macro pm_lathe_pipe (w,h)
    lathe{
        linear_spline
        4,
        <0, 0>,
        <0, h>,
        <w, h>,
        <w, 0>
    }
#end


#declare fill_object  = 1;
#declare merge_object = 1;

#declare pipe_height = 5;
#declare pipe_rad = 1;
#declare flange_height = 4.7;
#declare flange_rad = 2;
#declare edge_rad = .05;
#declare double_flange = 1;
#declare flange_collar = true;
#declare collar_height = .5;
#declare collar_rad = pipe_rad + .1;

#declare bolt_count = 8;
#declare bolt_sides = 6;
#declare bolt_rad = .25;
#declare bolt_height = .25;
#declare bolt_position = <pipe_rad + ((flange_rad-pipe_rad)/2),
flange_height-bolt_height, 0>  ;

#declare pipe_ribs = 3;
#declare pipe_rib_rad = .05;



//--- bolt prototype
#declare bolt =
Round_Pyramid_N_in(
    bolt_sides,
    <0,0,0>,
    bolt_rad,
    <0,bolt_height,0>,
    bolt_rad,
    edge_rad,
    fill_object,
    merge_object )

//--- bolt prototype
#declare bolt_end =
Round_Pyramid_N_in(
    bolt_sides,
    <0,0,0>,
    pipe_rad*.6,
    <0,-.25,0>,
    pipe_rad*.55,
    edge_rad,
    fill_object,
    merge_object )



#macro pipe_with_flange()
union{
    Round_Cylinder_Tube(
        <0,0,0>,
        <0,pipe_height,0>,
        pipe_rad,
        edge_rad,
        fill_object,
        merge_object )  //-- main vertical pipe

    Round_Cylinder_Tube(
        <0,flange_height,0>,
        <0,pipe_height,0>,
        flange_rad,
        edge_rad,
        fill_object,
        merge_object )  //--- top flange



    #if (double_flange = 1)
         Round_Cylinder_Tube(
            <0,pipe_height,0>,
            <0,pipe_height + (pipe_height-flange_height),0>,
            flange_rad,
            edge_rad,
            fill_object,
            merge_object )  //--- double flange

            #if (bolt_count > 0)
                #declare c=0;
                #declare inc=360/bolt_count;
                #while (c < bolt_count)
                    #declare r_y = inc*c;
                    #declare n_x = bolt_position.x ;
                    #declare n_y = bolt_position.y +
(pipe_height-flange_height)*2 + bolt_height;
                    #declare n_z = bolt_position.z ;
                    object {bolt translate <n_x, n_y, n_z> rotate y*r_y}
                    #declare c = c + 1;
                #end
            #end
    #end

    bolt_end

    #if (bolt_count > 0)
        #declare c=0;
        #declare inc=360/bolt_count;
        #while (c < bolt_count)
            #declare new_y = inc*c;
            object {bolt translate bolt_position rotate y*new_y}
            #declare c = c + 1;

        #end
    #end


    #if (pipe_ribs> 0)
        #declare c=0;
        #declare inc=flange_height/pipe_ribs;
        #while (c < pipe_ribs)
            #declare new_y = inc*c;
            torus { pipe_rad ,pipe_rib_rad translate <0,new_y,0>}
            #declare c = c + 1;

        #end
     #end

    #if (flange_collar = true)
        #declare n_y = (pipe_height -(pipe_height-flange_height)) -
collar_height ;
        Round_Cylinder_Tube(
            <0,n_y,0>,
            <0,n_y + collar_height ,0>,
            collar_rad,
            edge_rad,
            fill_object,
            merge_object )  //-- collar
     #end

      }
#end




//object { pipe_with_flange() material{some_material} scale .2 }


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From: yesbird
Subject: Re: Exporting tools
Date: 4 Mar 2023 20:59:33
Message: <870b2346-da6c-ac91-87f9-4bb4fff2909a@gmail.com>
On 05/03/2023 03:41, Mike Miller wrote:
> Below is the pipe macro for the fish scene I just posted. Almost a parametric
> object. :)
Why almost ? Very good parameterized !
--
YB


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From: Mike Miller
Subject: Re: Exporting tools
Date: 5 Mar 2023 08:30:00
Message: <web.640498a726764c41a30d213ddabc9342@news.povray.org>
yesbird <sya### [at] gmailcom> wrote:
> On 05/03/2023 03:41, Mike Miller wrote:
> > Below is the pipe macro for the fish scene I just posted. Almost a parametric
> > object. :)
> Why almost ? Very good parameterized !
> --
> YB

Thanks,
the "flange" should probable be pre-defined as a separate object (like the bolt)
instead of being driven by some of the pipe parameters. I also had an odd
behavior when rotating this part along the z and then moving in the y direction
- it moved the part in the z instead...maybe 'gimbal-lock' ?
Mike


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From: yesbird
Subject: Re: Exporting tools
Date: 5 Mar 2023 09:00:25
Message: <6163d5cb-59bd-07d2-93ab-a4933a830a83@gmail.com>
On 05/03/2023 16:28, Mike Miller wrote:
> I also had an odd
> behavior when rotating this part along the z and then moving in the y direction
> - it moved the part in the z instead...maybe 'gimbal-lock' ?
Hi, Mike.
I like this construction and will look at it more closely, after
completing the C4D exporter, may be able to fix it.
--
YB


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From: Paolo Gibellini
Subject: Re: Exporting tools
Date: 5 Mar 2023 13:38:05
Message: <6404e18d$1@news.povray.org>
Il 04/03/2023 23:34, Mike Miller wrote:
> Attached is my latest fish model floating around some pipes from a chemical
> spill.  ...we just had a chemical spill over into Ohio..haha. It started as an
> underwater scene, but I added a reflection pool so I'm not sure where this is
> going. It's a work in progress but I like the rendering so far - so I'm posting
> it.
> 
> Mike.

Nice image!

Paolo


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From: Mike Miller
Subject: Re: Exporting tools
Date: 5 Mar 2023 23:05:00
Message: <web.640564e326764c41a30d213ddabc9342@news.povray.org>
Paolo Gibellini <p.g### [at] gmailcom> wrote:
> Il 04/03/2023 23:34, Mike Miller wrote:
> > Attached is my latest fish model floating around some pipes from a chemical
> > spill.  ...we just had a chemical spill over into Ohio..haha. It started as an
> > underwater scene, but I added a reflection pool so I'm not sure where this is
> > going. It's a work in progress but I like the rendering so far - so I'm posting
> > it.
> >
> > Mike.
>
> Nice image!
>
> Paolo

Thanks Paolo,
I'm currently updating the topo mud/blob textures for that image...I felt the
material got too busy at certain distances. Looking at pigment_pattern/color_map
inside the texture normal to control bumps within darker veins of the color map
-
liking the results. Attached is one of the materials I'm messing with.
Mike


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