POV-Ray : Newsgroups : povray.general : Converter into Meshes Server Time
1 Nov 2024 23:15:53 EDT (-0400)
  Converter into Meshes (Message 1 to 9 of 9)  
From: Sven Littkowski
Subject: Converter into Meshes
Date: 24 Sep 2010 10:41:24
Message: <4c9cb894$1@news.povray.org>
Hi.

What are the best recommendable converters from POV-Ray scene files into 
meshes used by file formats such as .3ds and .dxf?


Post a reply to this message

From: nemesis
Subject: Re: Converter into Meshes
Date: 24 Sep 2010 12:05:01
Message: <web.4c9ccbcb3204270a5d9443650@news.povray.org>
"Sven Littkowski" <Sve### [at] Jamaica-Focuscom> wrote:
> Hi.
>
> What are the best recommendable converters from POV-Ray scene files into
> meshes used by file formats such as .3ds and .dxf?

dream on...


Post a reply to this message

From: Sven Littkowski
Subject: Re: Converter into Meshes
Date: 24 Sep 2010 12:16:44
Message: <4c9cceec@news.povray.org>
Not really, and not at all. There are modellers out there, like Bishop3D, 
which can read the POV-Ray scene files. The step to convert a file which was 
successfully read, to a 3D mesh, shouldn't be that big.

A decade ago, Crossroads did it already.It read POV-Ray scene files and 
converted them into .3ds or .dxf files. My problem is only, I can't find the 
program Crossroads 3D now.

If anyone has a copy of the free Crossroads 3D? Or links to other 
converters?


Post a reply to this message

From: Stephen
Subject: Re: Converter into Meshes
Date: 24 Sep 2010 12:34:09
Message: <4c9cd301$1@news.povray.org>
On 24/09/2010 5:03 PM, nemesis wrote:
>
> "Sven Littkowski"<Sve### [at] Jamaica-Focuscom>  wrote:
>> Hi.
>>
>> What are the best recommendable converters from POV-Ray scene files into
>> meshes used by file formats such as .3ds and .dxf?
>
> dream on...
>
>


them in other formats. It is not free but less than 30 Euros.

-- 

Best Regards,
	Stephen


Post a reply to this message

From: Simone
Subject: Re: Converter into Meshes
Date: 24 Sep 2010 19:10:01
Message: <web.4c9d2f623204270ab92da8ee0@news.povray.org>
"Sven Littkowski" <Sve### [at] Jamaica-Focuscom> wrote:
> Not really, and not at all. There are modellers out there, like Bishop3D,
> which can read the POV-Ray scene files. The step to convert a file which was
> successfully read, to a 3D mesh, shouldn't be that big.
>
> A decade ago, Crossroads did it already.It read POV-Ray scene files and
> converted them into .3ds or .dxf files. My problem is only, I can't find the
> program Crossroads 3D now.
>
> If anyone has a copy of the free Crossroads 3D? Or links to other
> converters?


this seems to be a working link to Crossroads 3D:

http://www.free2u.org/freeware/graphics/3d_graphics/crossroads_3d.html


Cheers,

Simone


Post a reply to this message

From: Sven Littkowski
Subject: Re: Converter into Meshes
Date: 24 Sep 2010 19:15:17
Message: <4c9d3105@news.povray.org>
Thanks, Simone. I found it, and I used it. Still, my scene doesn't show up 
within Crossroads 3D, despite that it has been imported without problem.

Can you try and find out, what's wrong?

Here's the entire schene, no additional INCLUDE file is required. Thanks a 
lot!

Sven

----------------------------

// Persistence Of Vision raytracer version 2.2 sample file.

camera {
 location < 0.0, 23.0, -50.0 >
 look_at < 0.0, 2.70, 0.0 >
}

light_source { < 1000.0, 2000.0, 1000.0 > rgb < 1.0, 1.0, 1.0 > }


#declare HeightOfBlades= 12.2
#declare AngleOfWindCatchers_360= < 0.0, 0.0, 0.0 >

#declare Fundament=texture { pigment { rgb < 0.4, 0.2, 0.1 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }
#declare Building=texture { pigment { rgb < 1.0, 1.0, 1.0 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }
#declare EntranceDoor=texture { pigment { rgb < 0.8, 0.4, 0.0 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }
#declare StairsSection=texture { pigment { rgb < 1.0, 1.0, 1.0 > } finish 
{ specular 1 roughness 0.0001 reflection 0.13 } }
#declare WindBlades=texture { pigment { rgb < 0.7, 0.7, 1.0 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }
#declare WindBladesDrives=texture { pigment { rgb < 0.0, 0.0, 0.0 > } finish 
{ specular 1 roughness 0.0001 reflection 0.13 } }
#declare WindCatchers=texture { pigment { rgb < 1.0, 1.0, 0.7 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }
#declare WindCatcherFixtures=texture { pigment { rgb < 0.0, 0.5, 0.0 > } 
finish { specular 1 roughness 0.0001 reflection 0.13 } }
#declare RoofPlatform=texture { pigment { rgb < 1.0, 1.0, 1.0 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }
#declare RoofDoor=texture { pigment { rgb < 0.5, 0.0, 0.0 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }
#declare RoofReeling=texture { pigment { rgb < 1.0, 1.0, 0.0 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }


#declare Base=object
{
 union
 {
  cylinder { < 0.0, -2.0, 0.0 > < 0.0, 0.0, 0.0 > 7.5 texture { 
Fundament } }
  cylinder { < 0.0, 0.0, 0.0 > < 0.0, 2.8, 0.0 > 5.0 texture { Building } }
  box { < -0.5, 0.0, -5.05 > < 0.5, 2.2, 0.0 > rotate < 0.0, 040.0, 0.0 > 
texture { EntranceDoor } }
 }
}

#declare Stairs=object
{
 cylinder { < 0.0, 2.8, 0.0 > < 0.0, (2.8+HeightOfBlades), 0.0 > 1.9 texture 
{ StairsSection } }
}

#declare Blade=object
{
 difference
 {
  cylinder { < 0.0, 0.0, 0.0 > < 0.0, HeightOfBlades, 0.0 > 3.0 }
  cylinder { < 1.1, -0.01, 0.0 > < 1.1, (HeightOfBlades+0.01), 0.0 > 4.0 }
 }
 translate < 2.8, 2.8, 0.0 >
 rotate < 0.0, 75.0, 0.0 >
 translate < -3.5, 0.0, 0.0 >
 texture { WindBlades }
}

#declare Turbine=object
{
 union
 {
  object { Blade rotate < 0.0, 000.0, 0.0 > }
  object { Blade rotate < 0.0, 036.0, 0.0 > }
  object { Blade rotate < 0.0, 072.0, 0.0 > }
  object { Blade rotate < 0.0, 108.0, 0.0 > }
  object { Blade rotate < 0.0, 144.0, 0.0 > }
  object { Blade rotate < 0.0, 180.0, 0.0 > }
  object { Blade rotate < 0.0, 216.0, 0.0 > }
  object { Blade rotate < 0.0, 252.0, 0.0 > }
  object { Blade rotate < 0.0, 288.0, 0.0 > }
  object { Blade rotate < 0.0, 324.0, 0.0 > }
  torus { 4.50, 0.05 translate < 0.0, 2.8, 0.0 > texture { 
WindBladesDrives } }
  torus { 2.75, 0.05 translate < 0.0, 2.8, 0.0 > texture { 
WindBladesDrives }  }
  torus { 4.50, 0.05 translate < 0.0, (2.8+HeightOfBlades), 0.0 > texture 
{ WindBladesDrives } }
  torus { 2.75, 0.05 translate < 0.0, (2.8+HeightOfBlades), 0.0 > texture 
{ WindBladesDrives }  }
 }
}

#declare WindCatcher=object
{
 union
 {
  torus { 5.0, 0.1 translate < 0.0, 2.8, 0.0 > texture { 
WindCatcherFixtures } }
  torus { 5.5, 0.1 translate < 0.0, 2.8, 0.0 > texture { 
WindCatcherFixtures } }
  torus { 5.0, 0.1 translate < 0.0, (2.8+HeightOfBlades), 0.0 > texture { 
WindCatcherFixtures } }
  torus { 5.5, 0.1 translate < 0.0, (2.8+HeightOfBlades), 0.0 > texture { 
WindCatcherFixtures } }
  box { < 5.0, 2.8, -0.05 > < 12.5, (2.8+HeightOfBlades), 0.05 > rotate < 
0.0, 000.0, 0.0 > texture { WindCatchers } }
  box { < 5.0, 2.8, -0.05 > < 12.5, (2.8+HeightOfBlades), 0.05 > rotate < 
0.0, 120.0, 0.0 > texture { WindCatchers } }
  box { < 5.0, 2.8, -0.05 > < 12.5, (2.8+HeightOfBlades), 0.05 > rotate < 
0.0, 240.0, 0.0 > texture { WindCatchers } }
  cylinder { < -5.5, 2.8, 0.0 > < -5.0, 2.8, 0.0 > 0.1 rotate < 0.0, 000.0, 
0.0 > texture { WindCatcherFixtures } }
  cylinder { < -5.5, 2.8, 0.0 > < -5.0, 2.8, 0.0 > 0.1 rotate < 0.0, 120.0, 
0.0 > texture { WindCatcherFixtures } }
  cylinder { < -5.5, 2.8, 0.0 > < -5.0, 2.8, 0.0 > 0.1 rotate < 0.0, 240.0, 
0.0 > texture { WindCatcherFixtures } }
  cylinder { < -5.5, (2.8+HeightOfBlades), 0.0 > < -5.0, 
(2.8+HeightOfBlades), 0.0 > 0.1 rotate < 0.0, 000.0, 0.0 > texture { 
WindCatcherFixtures } }
  cylinder { < -5.5, (2.8+HeightOfBlades), 0.0 > < -5.0, 
(2.8+HeightOfBlades), 0.0 > 0.1 rotate < 0.0, 120.0, 0.0 > texture { 
WindCatcherFixtures } }
  cylinder { < -5.5, (2.8+HeightOfBlades), 0.0 > < -5.0, 
(2.8+HeightOfBlades), 0.0 > 0.1 rotate < 0.0, 240.0, 0.0 > texture { 
WindCatcherFixtures } }
  cylinder { < -12.5, 2.8, 0.0 > < -5.0, 2.8, 0.0 > 0.1 rotate < 0.0, 060.0, 
0.0 > texture { WindCatcherFixtures } }   // Following the windcatcher's 
holds
  cylinder { < -12.5, 2.8, 0.0 > < -5.0, 2.8, 0.0 > 0.1 rotate < 0.0, 180.0, 
0.0 > texture { WindCatcherFixtures } }
  cylinder { < -12.5, 2.8, 0.0 > < -5.0, 2.8, 0.0 > 0.1 rotate < 0.0, 300.0, 
0.0 > texture { WindCatcherFixtures } }
  cylinder { < -12.5, (2.8+HeightOfBlades), 0.0 > < -5.0, 
(2.8+HeightOfBlades), 0.0 > 0.1 rotate < 0.0, 060.0, 0.0 > texture { 
WindCatcherFixtures } }
  cylinder { < -12.5, (2.8+HeightOfBlades), 0.0 > < -5.0, 
(2.8+HeightOfBlades), 0.0 > 0.1 rotate < 0.0, 180.0, 0.0 > texture { 
WindCatcherFixtures } }
  cylinder { < -12.5, (2.8+HeightOfBlades), 0.0 > < -5.0, 
(2.8+HeightOfBlades), 0.0 > 0.1 rotate < 0.0, 300.0, 0.0 > texture { 
WindCatcherFixtures } }
 }
 rotate AngleOfWindCatchers_360
}

#declare Platform=object
{
 union
 {
  cylinder { < 0.0, (2.8+HeightOfBlades), 0.0 > < 0.0, 
(3.30+HeightOfBlades), 0.0 > 5.0 texture { RoofPlatform } }
  cylinder { < 0.0, (2.8+HeightOfBlades+0.5), 0.0 > < 0.0, 
(2.8+HeightOfBlades+0.6), 0.0 > 1.5 texture { RoofDoor } }
  torus { 4.975, 0.025 translate < 0.0, (2.8+0.5+HeightOfBlades+0.34), 0.0 > 
texture { RoofReeling } }
  torus { 4.975, 0.025 translate < 0.0, (2.8+0.5+HeightOfBlades+0.67), 0.0 > 
texture { RoofReeling } }
  torus { 4.975, 0.025 translate < 0.0, (2.8+0.5+HeightOfBlades+1.0), 0.0 > 
texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 000.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 036.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 072.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 108.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 144.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 180.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 216.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 252.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 288.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 324.0, 0.0 > texture { RoofReeling } }
 }
}

#declare Maglev=union
{
 object { Base }
 object { Stairs }
 object { Turbine }
 object { WindCatcher }
 object { Platform }
}

object { Maglev }


Post a reply to this message

From: Sven Littkowski
Subject: Re: Converter into Meshes
Date: 24 Sep 2010 19:17:43
Message: <4c9d3197$1@news.povray.org>
Or, if anyone finds a way to export the source code below (POV-Ray scene 
language version 3.7) or the source code inside my previous posting in this 
thread (POV-Ray scene language version 2.2) to the current .3ds or .dxf file 
formats, I would appreciate this very much!

-----------------------------

#version 3.7;


camera {
 location < 0.0, 23.0, -50.0 >
 look_at < 0.0, 2.70, 0.0 >
}

light_source { < 1000.0, 2000.0, 1000.0 > rgb < 1.0, 1.0, 1.0 > }
light_source { < 1000.0, 2000.0, -1000.1 > rgb < 1.0, 1.0, 1.0 > }
light_source { < -1000.0, 2000.0, -1000. > rgb < 1.0, 1.0, 1.0 > }

#declare Radiosity=on;
#declare Photons=off;

global_settings
{
 assumed_gamma 1.0
 #if (Radiosity)
  radiosity
  {
   pretrace_start 0.04         // start pretrace at this size
   pretrace_end   0.04         // end pretrace at this size
   count 35                    // higher -> higher quality (1..1600) [35]
   nearest_count 5             // higher -> higher quality (1..10) [5]
   error_bound 1.8             // higher -> smoother, less accurate [1.8]
   recursion_limit 3           // how much interreflections are calculated 
(1..5+) [3]
   low_error_factor .5         // reduce error_bound during last pretrace 
step
   gray_threshold 0.0          // increase for weakening colors (0..1) [0]
   minimum_reuse 0.015         // reuse of old radiosity samples [0.015]
   brightness 1                // brightness of radiosity effects (0..1) [1]
   adc_bailout 0.01/2
   normal on                   // take surface normals into account [off]
   media on                    // take media into account [off]
   always_sample off           // turn sampling in final trace off [on]
   max_sample 1.0              // maximum brightness of samples
  }
 #end
 #if (Photons)
  photons
  {
   spacing 0.01                 // specify the density of photons
   media 0.5, 1.5  // media photons
   jitter 1.0                 // jitter phor photon rays
//   save_file "SL - SF - Shuttle 01.ptn"       // save photons to file
   load_file "SL Maglev Wind Turbine.ptn"       // load photons from file
//   steps 1
   expand_thresholds 0.2, 40
  }
 #end
}




#declare HeightOfBlades= 12.2;
#declare AngleOfWindCatchers_360= < 0.0, 0.0, 0.0 >;

#declare Fundament=texture { pigment { rgb < 0.4, 0.2, 0.1 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }
#declare Building=texture { pigment { rgb < 1.0, 1.0, 1.0 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }
#declare EntranceDoor=texture { pigment { rgb < 0.8, 0.4, 0.0 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }
#declare StairsSection=texture { pigment { rgb < 1.0, 1.0, 1.0 > } finish 
{ specular 1 roughness 0.0001 reflection 0.13 } }
#declare WindBlades=texture { pigment { rgb < 0.7, 0.7, 1.0 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }
#declare WindBladesDrives=texture { pigment { rgb < 0.0, 0.0, 0.0 > } finish 
{ specular 1 roughness 0.0001 reflection 0.13 } }
#declare WindCatchers=texture { pigment { rgb < 1.0, 1.0, 0.7 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }
#declare WindCatcherFixtures=texture { pigment { rgb < 0.0, 0.5, 0.0 > } 
finish { specular 1 roughness 0.0001 reflection 0.13 } }
#declare RoofPlatform=texture { pigment { rgb < 1.0, 1.0, 1.0 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }
#declare RoofDoor=texture { pigment { rgb < 0.5, 0.0, 0.0 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }
#declare RoofReeling=texture { pigment { rgb < 1.0, 1.0, 0.0 > } finish { 
specular 1 roughness 0.0001 reflection 0.13 } }


#declare Base=object
{
 union
 {
  cylinder { < 0.0, -2.0, 0.0 > < 0.0, 0.0, 0.0 > 7.5 texture { 
Fundament } }
  cylinder { < 0.0, 0.0, 0.0 > < 0.0, 2.8, 0.0 > 5.0 texture { Building } }
  box { < -0.5, 0.0, -5.05 > < 0.5, 2.2, 0.0 > rotate < 0.0, 040.0, 0.0 > 
texture { EntranceDoor } }
 }
}

#declare Stairs=object
{
 cylinder { < 0.0, 2.8, 0.0 > < 0.0, (2.8+HeightOfBlades), 0.0 > 1.9 texture 
{ StairsSection } }
}

#declare Blade=object
{
 difference
 {
  cylinder { < 0.0, 0.0, 0.0 > < 0.0, HeightOfBlades, 0.0 > 3.0 }
  cylinder { < 1.1, -0.01, 0.0 > < 1.1, (HeightOfBlades+0.01), 0.0 > 4.0 }
 }
 translate < 2.8, 2.8, 0.0 >
 rotate < 0.0, 75.0, 0.0 >
 translate < -3.5, 0.0, 0.0 >
 texture { WindBlades }
}

#declare Turbine=object
{
 union
 {
  object { Blade rotate < 0.0, 000.0, 0.0 > }
  object { Blade rotate < 0.0, 036.0, 0.0 > }
  object { Blade rotate < 0.0, 072.0, 0.0 > }
  object { Blade rotate < 0.0, 108.0, 0.0 > }
  object { Blade rotate < 0.0, 144.0, 0.0 > }
  object { Blade rotate < 0.0, 180.0, 0.0 > }
  object { Blade rotate < 0.0, 216.0, 0.0 > }
  object { Blade rotate < 0.0, 252.0, 0.0 > }
  object { Blade rotate < 0.0, 288.0, 0.0 > }
  object { Blade rotate < 0.0, 324.0, 0.0 > }
  torus { 4.50, 0.05 translate < 0.0, 2.8, 0.0 > texture { 
WindBladesDrives } }
  torus { 2.75, 0.05 translate < 0.0, 2.8, 0.0 > texture { 
WindBladesDrives }  }
  torus { 4.50, 0.05 translate < 0.0, (2.8+HeightOfBlades), 0.0 > texture 
{ WindBladesDrives } }
  torus { 2.75, 0.05 translate < 0.0, (2.8+HeightOfBlades), 0.0 > texture 
{ WindBladesDrives }  }
 }
}

#declare WindCatcher=object
{
 union
 {
  torus { 5.0, 0.1 translate < 0.0, 2.8, 0.0 > texture { 
WindCatcherFixtures } }
  torus { 5.5, 0.1 translate < 0.0, 2.8, 0.0 > texture { 
WindCatcherFixtures } }
  torus { 5.0, 0.1 translate < 0.0, (2.8+HeightOfBlades), 0.0 > texture { 
WindCatcherFixtures } }
  torus { 5.5, 0.1 translate < 0.0, (2.8+HeightOfBlades), 0.0 > texture { 
WindCatcherFixtures } }
  box { < 5.0, 2.8, -0.05 > < 12.5, (2.8+HeightOfBlades), 0.05 > rotate < 
0.0, 000.0, 0.0 > texture { WindCatchers } }
  box { < 5.0, 2.8, -0.05 > < 12.5, (2.8+HeightOfBlades), 0.05 > rotate < 
0.0, 120.0, 0.0 > texture { WindCatchers } }
  box { < 5.0, 2.8, -0.05 > < 12.5, (2.8+HeightOfBlades), 0.05 > rotate < 
0.0, 240.0, 0.0 > texture { WindCatchers } }
  cylinder { < -5.5, 2.8, 0.0 > < -5.0, 2.8, 0.0 > 0.1 rotate < 0.0, 000.0, 
0.0 > texture { WindCatcherFixtures } }
  cylinder { < -5.5, 2.8, 0.0 > < -5.0, 2.8, 0.0 > 0.1 rotate < 0.0, 120.0, 
0.0 > texture { WindCatcherFixtures } }
  cylinder { < -5.5, 2.8, 0.0 > < -5.0, 2.8, 0.0 > 0.1 rotate < 0.0, 240.0, 
0.0 > texture { WindCatcherFixtures } }
  cylinder { < -5.5, (2.8+HeightOfBlades), 0.0 > < -5.0, 
(2.8+HeightOfBlades), 0.0 > 0.1 rotate < 0.0, 000.0, 0.0 > texture { 
WindCatcherFixtures } }
  cylinder { < -5.5, (2.8+HeightOfBlades), 0.0 > < -5.0, 
(2.8+HeightOfBlades), 0.0 > 0.1 rotate < 0.0, 120.0, 0.0 > texture { 
WindCatcherFixtures } }
  cylinder { < -5.5, (2.8+HeightOfBlades), 0.0 > < -5.0, 
(2.8+HeightOfBlades), 0.0 > 0.1 rotate < 0.0, 240.0, 0.0 > texture { 
WindCatcherFixtures } }
  cylinder { < -12.5, 2.8, 0.0 > < -5.0, 2.8, 0.0 > 0.1 rotate < 0.0, 060.0, 
0.0 > texture { WindCatcherFixtures } }   // Following the windcatcher's 
holds
  cylinder { < -12.5, 2.8, 0.0 > < -5.0, 2.8, 0.0 > 0.1 rotate < 0.0, 180.0, 
0.0 > texture { WindCatcherFixtures } }
  cylinder { < -12.5, 2.8, 0.0 > < -5.0, 2.8, 0.0 > 0.1 rotate < 0.0, 300.0, 
0.0 > texture { WindCatcherFixtures } }
  cylinder { < -12.5, (2.8+HeightOfBlades), 0.0 > < -5.0, 
(2.8+HeightOfBlades), 0.0 > 0.1 rotate < 0.0, 060.0, 0.0 > texture { 
WindCatcherFixtures } }
  cylinder { < -12.5, (2.8+HeightOfBlades), 0.0 > < -5.0, 
(2.8+HeightOfBlades), 0.0 > 0.1 rotate < 0.0, 180.0, 0.0 > texture { 
WindCatcherFixtures } }
  cylinder { < -12.5, (2.8+HeightOfBlades), 0.0 > < -5.0, 
(2.8+HeightOfBlades), 0.0 > 0.1 rotate < 0.0, 300.0, 0.0 > texture { 
WindCatcherFixtures } }
 }
 rotate AngleOfWindCatchers_360
}

#declare Platform=object
{
 union
 {
  cylinder { < 0.0, (2.8+HeightOfBlades), 0.0 > < 0.0, 
(3.30+HeightOfBlades), 0.0 > 5.0 texture { RoofPlatform } }
  cylinder { < 0.0, (2.8+HeightOfBlades+0.5), 0.0 > < 0.0, 
(2.8+HeightOfBlades+0.6), 0.0 > 1.5 texture { RoofDoor } }
  torus { 4.975, 0.025 translate < 0.0, (2.8+0.5+HeightOfBlades+0.34), 0.0 > 
texture { RoofReeling } }
  torus { 4.975, 0.025 translate < 0.0, (2.8+0.5+HeightOfBlades+0.67), 0.0 > 
texture { RoofReeling } }
  torus { 4.975, 0.025 translate < 0.0, (2.8+0.5+HeightOfBlades+1.0), 0.0 > 
texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 000.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 036.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 072.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 108.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 144.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 180.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 216.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 252.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 288.0, 0.0 > texture { RoofReeling } }
  cylinder { < 4.975, 15.5, 0.0 > < 4.975, (2.8+0.5+HeightOfBlades+0.975), 
0.0 > 0.025 rotate < 0.0, 324.0, 0.0 > texture { RoofReeling } }
 }
}

#declare Maglev=union
{
 object { Base }
 object { Stairs }
 object { Turbine }
 object { WindCatcher }
 object { Platform }
}

object { Maglev }


Post a reply to this message

From: Simone
Subject: Re: Converter into Meshes
Date: 24 Sep 2010 20:50:00
Message: <web.4c9d45fd3204270ab92da8ee0@news.povray.org>
"Sven Littkowski" <Sve### [at] Jamaica-Focuscom> wrote:
> Thanks, Simone. I found it, and I used it. Still, my scene doesn't show up
> within Crossroads 3D, despite that it has been imported without problem.
>
> Can you try and find out, what's wrong?
>

I have no idea, I haven't used crossroads before (or if so, it's been so long
since then, I can't remember).
There is a shareware converter here http://psenzee.com/pov2mesh/ which converts
to .obj  which might be imported to 3ds or dxf with other converters (probably
poseray) afterwards. However it seems to have limitations concerning the import
of #declare statements, at least it says so on the homepage. I haven't tried
this one either, but maybe it can help with your project.

Cheers,

Simone


Post a reply to this message

From: Sven Littkowski
Subject: Re: Converter into Meshes
Date: 27 Sep 2010 10:15:59
Message: <4ca0a71f@news.povray.org>
The problem has been solved. Thanks to everyone. Thread closed.   :-)


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.