POV-Ray : Newsgroups : povray.general : A little help about old vers. Server Time
14 May 2025 17:04:00 EDT (-0400)
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From: jr
Subject: Re: A little help about old vers.
Date: 4 May 2025 10:55:00
Message: <web.68177f13ce24a8bb721a48e56cde94f1@news.povray.org>
hi,

"GioSeregni" <gms### [at] hotmailcom> wrote:
> ...
> About the parts, a solution should be found. ...

yesterday !!  </grin>


> the language I use which is not very widespread (RapidQ).

and probably irrelevant anyway :-)  input data (format(s)) and desired output(s)
otoh..


> ...
> 3D files, and then can return them in the required formats.
> And this internal format construction is indispensable and a bit complex. So I
> can't make small agile tools... I have to think about it...

is the 'FURGONE.inc' "typical" output ?  because that was easy enough to
"post-process".  perhaps consider moving to v3.8 to get to use the new 'array
mixed' type (perfect for "data tables") and other nice features.


regards, jr.


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From: Maetes
Subject: Re: A little help about old vers.
Date: 4 May 2025 11:45:00
Message: <web.68178b59ce24a8bbe9997a2230225ff5@news.povray.org>
"jr" <cre### [at] gmailcom> wrote:
> is the 'FURGONE.inc' "typical" output ?  because that was easy enough to
> "post-process".  perhaps consider moving to v3.8 to get to use the new 'array
> mixed' type (perfect for "data tables") and other nice features.

v3.8 isn't part of the Debian-Rep, manually install is required.
Would make things more difficult for me.

M


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From: GioSeregni
Subject: Re: A little help about old vers.
Date: 4 May 2025 14:20:00
Message: <web.6817ae0dce24a8bb7e2ea33059126100@news.povray.org>
"jr" <cre### [at] gmailcom> wrote:
> hi,
>
> "GioSeregni" <gms### [at] hotmailcom> wrote:
> > ...
> > About the parts, a solution should be found. ...
>
> yesterday !!  </grin>
>
>
> > the language I use which is not very widespread (RapidQ).
>
> and probably irrelevant anyway :-)  input data (format(s)) and desired output(s)
> otoh..
>
>
> > ...
> > 3D files, and then can return them in the required formats.
> > And this internal format construction is indispensable and a bit complex. So I
> > can't make small agile tools... I have to think about it...
>
> is the 'FURGONE.inc' "typical" output ?  because that was easy enough to
> "post-process".  perhaps consider moving to v3.8 to get to use the new 'array
> mixed' type (perfect for "data tables") and other nice features.
>
>
> regards, jr.

I don't know the povray beta...
my exe can read STL and DXF that are very different
In sketchup I use my plugins to write and read DXF or STL
To read pov and inc is always conditioned by files written by itself. The PovRay
syntax is too broad to implement it.
It search triangle (or it split quads in DXF), the can to create the meshes
(smooth or no) using the same colour.
THe colour is in the face, if the face has not colors it search the his layer
color. If not it uses a clear gray.
THere is the arrays sorted by colors, but also (its possible by DXF) the view
point, the target point, the x, y, z origin, the xyz extensions (bounding box).
But thereare also pipes (cylinder) open or closes, in DXF are lines or
polylines, the radius is the declared thickness in dxf.
And many other things.. torus (by circles) ... the dxf blocks are other
include..
light , sunset, storm, subwater are ... etc .. are extracted from keywords by
the layers used only as flags of the dxf
The parser has to be a complex exe. And it must be able to reverse...
Now anyway the car I'm finishing checking the headlights :) it's almost ready
excuse my bad english, i write without a translator to make quicker
BR
G.


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Attachments:
Download 'drawing1.png' (188 KB)

Preview of image 'drawing1.png'
drawing1.png


 

From: jr
Subject: Re: A little help about old vers.
Date: 5 May 2025 06:05:00
Message: <web.68188c62ce24a8bb721a48e56cde94f1@news.povray.org>
hi,

"Maetes" <nomail@nomail> wrote:
> "jr" <cre### [at] gmailcom> wrote:
> > ... v3.8 ...

> v3.8 isn't part of the Debian-Rep, manually install is required.
> Would make things more difficult for me.

ok, provided you're "the owner", the attached script may help (tested on a
Debian 12.5).

to use, visit <https://github.com/POV-Ray/povray/tags/>, from there I used:
<https://github.com/POV-Ray/povray/releases/tag/v3.8.0-beta.2>

put the archive and the script in some directory.

the script will need adjusting in line 14, obvs, and line 25 where you provide
your user:group.

when run, it builds and "installs" the beta in a /tmp directory.  check the
results there and "rinse and repeat" until you're happy.  at that point you can
edit line 44 to remove the DESTDIR bit and install for real.

I tend to use the 'script(1)' utility to "record" what happens, ie:
  $ script -c ./povray.DebBuild build-log

hth and will encourage you to "have a go".


regards, jr.


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Attachments:
Download 'povray.debbuild.txt' (1 KB)

From: jr
Subject: Re: A little help about old vers.
Date: 5 May 2025 06:15:00
Message: <web.68188e7fce24a8bb721a48e56cde94f1@news.povray.org>
hi,

"GioSeregni" <gms### [at] hotmailcom> wrote:
> ...
> I don't know the povray beta...
> my exe can read STL and DXF that are very different
> In sketchup I use my plugins to write and read DXF


I wrote a simple STL to GNU Triangulated Surfaces ("GTS") converter, only to
find better ones existed already :-).

<https://news.povray.org/web.5e75678e7c21754451952ca0%40news.povray.org>

re GTS.  the Wikipedia article on RapidQ mentions loadable libraries.  if you
can get that added to your installation, you should feel "right at home",
everything's done via callbacks </grin>; fwiw, I've a 'gts2pov' util to convert
to mesh[2].


> To read pov and inc is always conditioned by files written by itself. The PovRay
> syntax is too broad to implement it.

agree.


> It search triangle (or it split quads in DXF), the can to create the meshes
> (smooth or no) using the same colour.
> THe colour is in the face, if the face has not colors it search the his layer
> color. If not it uses a clear gray.
> THere is the arrays sorted by colors, but also (its possible by DXF) the view
> point, the target point, the x, y, z origin, the xyz extensions (bounding box).
> But thereare also pipes (cylinder) open or closes, in DXF are lines or
> polylines, the radius is the declared thickness in dxf.
> And many other things.. torus (by circles) ... the dxf blocks are other
> include..
> light , sunset, storm, subwater are ... etc .. are extracted from keywords by
> the layers used only as flags of the dxf
> The parser has to be a complex exe. And it must be able to reverse...
> Now anyway the car I'm finishing checking the headlights :) it's almost ready

the lights are on, a good start.  :-)


> excuse my bad english, i write without a translator to make quicker

way better than my Italian, I now know _two_ words (grazie and furgone :-))


regards, jr.


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From: GioSeregni
Subject: Re: A little help about old vers.
Date: 5 May 2025 18:05:00
Message: <web.68193501ce24a8bb7e2ea33059126100@news.povray.org>
"jr" <cre### [at] gmailcom> wrote:
> hi,
>
> "GioSeregni" <gms### [at] hotmailcom> wrote:
> > ...
> > I don't know the povray beta...
> > my exe can read STL and DXF that are very different
> > In sketchup I use my plugins to write and read DXF
>
>
> I wrote a simple STL to GNU Triangulated Surfaces ("GTS") converter, only to
> find better ones existed already :-).
>
> <https://news.povray.org/web.5e75678e7c21754451952ca0%40news.povray.org>
>
> re GTS.  the Wikipedia article on RapidQ mentions loadable libraries.  if you
> can get that added to your installation, you should feel "right at home",
> everything's done via callbacks </grin>; fwiw, I've a 'gts2pov' util to convert
> to mesh[2].
>
>
> > To read pov and inc is always conditioned by files written by itself. The PovRay
> > syntax is too broad to implement it.
>
> agree.
>
>
> > It search triangle (or it split quads in DXF), the can to create the meshes
> > (smooth or no) using the same colour.
> > THe colour is in the face, if the face has not colors it search the his layer
> > color. If not it uses a clear gray.
> > THere is the arrays sorted by colors, but also (its possible by DXF) the view
> > point, the target point, the x, y, z origin, the xyz extensions (bounding box).
> > But thereare also pipes (cylinder) open or closes, in DXF are lines or
> > polylines, the radius is the declared thickness in dxf.
> > And many other things.. torus (by circles) ... the dxf blocks are other
> > include..
> > light , sunset, storm, subwater are ... etc .. are extracted from keywords by
> > the layers used only as flags of the dxf
> > The parser has to be a complex exe. And it must be able to reverse...
> > Now anyway the car I'm finishing checking the headlights :) it's almost ready
>
> the lights are on, a good start.  :-)
>
>
> > excuse my bad english, i write without a translator to make quicker
>
> way better than my Italian, I now know _two_ words (grazie and furgone :-))
>
>
> regards, jr.

Ok! many thanks!
Well, here the 4 files
- main ( turn light on off)
- audi and bike (available many colors)
- Dennis (person)
- png preview
The audi was my first pov car a lot of years ago. Clean and parse using very old
good programs ( Crossroad and the prehistoric Glview)
It's simple but it makes me nostalgic!

NEXT file will be the "facchino" with the separate components
Then, more elaborate cars and persons ...

BR again!
G.


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Attachments:
Download 'audi_bike.zip' (375 KB)

From: GioSeregni
Subject: Re: A little help about old vers.
Date: 9 May 2025 09:25:00
Message: <web.681e01e0ce24a8bb7e2ea33059126100@news.povray.org>
> Ok! many thanks!
> Well, here the 4 files
> - main ( turn light on off)
> - audi and bike (available many colors)
> - Dennis (person)
> - png preview
> The audi was my first pov car a lot of years ago. Clean and parse using very old
> good programs ( Crossroad and the prehistoric Glview)
> It's simple but it makes me nostalgic!
>
> NEXT file will be the "facchino" with the separate components
> Then, more elaborate cars and persons ...
>
> BR again!
> G.
I'm still working on separating the parts of the "facchino".
I was smoothing the faces but I don't like it, too high smooth for the clothes.
My classic smooth only works for certain objects.
So I'm developing and adding a low smooth optional feature in my tool.
Test:
On the left, mediated on everything (last attempt, still to be fixed).
In the center, too much smooth, bad.
On the right, the faces without smoothing.
I hope to finish soon!
BR!
G.


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Attachments:
Download 'main_facchino.png' (128 KB)

Preview of image 'main_facchino.png'
main_facchino.png


 

From: GioSeregni
Subject: Re: A little help about old vers.
Date: 12 May 2025 07:20:00
Message: <web.6821d878ce24a8bb7e2ea33059126100@news.povray.org>
The new "facchino" is ready!
Now each mesh is separate by color and a change is easy
3 leveles of smooth:
- skin, shoes and hair max level smooth
- jacket and pants low smooth
- pack no smooth
BR!
G.


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Attachments:
Download 'facchinonew.zip' (275 KB)

From: jr
Subject: Re: A little help about old vers.
Date: 13 May 2025 14:45:00
Message: <web.68239289ce24a8bb721a48e56cde94f1@news.povray.org>
hi,

"GioSeregni" <gms### [at] hotmailcom> wrote:
> The new "facchino" is ready!
> ...

clothes maketh the man -- literally.  </grin>


regards, jr.


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Attachments:
Download 'gs_facchino_skin.png' (50 KB)

Preview of image 'gs_facchino_skin.png'
gs_facchino_skin.png


 

From: GioSeregni
Subject: Re: A little help about old vers.
Date: 14 May 2025 06:00:00
Message: <web.68246967ce24a8bb7e2ea33059126100@news.povray.org>
"jr" <cre### [at] gmailcom> wrote:
> hi,
>
> "GioSeregni" <gms### [at] hotmailcom> wrote:
> > The new "facchino" is ready!
> > ...
>
> clothes maketh the man -- literally.  </grin>
>
>
> regards, jr.

LOL

I have to thank for the suggestion about the logical division of the parts.
Now I prepare one of my best cars. I will create a separate mesh for the FRONT
wheel pair. With the origin exactly between the two wheels... so it will be
possible to drive, ha ha

BR

G.


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