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hi,
"GioSeregni" <gms### [at] hotmail com> 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.
Post a reply to this message
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"jr" <cre### [at] gmail com> wrote:
> hi,
>
> "GioSeregni" <gms### [at] hotmail com> 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.
Post a reply to this message
Attachments:
Download 'audi_bike.zip' (375 KB)
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> 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.
Post a reply to this message
Attachments:
Download 'main_facchino.png' (128 KB)
Preview of image 'main_facchino.png'

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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.
Post a reply to this message
Attachments:
Download 'facchinonew.zip' (275 KB)
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hi,
"GioSeregni" <gms### [at] hotmail com> wrote:
> The new "facchino" is ready!
> ...
clothes maketh the man -- literally. </grin>
regards, jr.
Post a reply to this message
Attachments:
Download 'gs_facchino_skin.png' (50 KB)
Preview of image 'gs_facchino_skin.png'

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"jr" <cre### [at] gmail com> wrote:
> hi,
>
> "GioSeregni" <gms### [at] hotmail com> 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.
Post a reply to this message
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