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From: PdG
Subject: Povray and Blender
Date: 15 Jul 2007 07:45:42
Message: <1o3ef1sgdydrm.126fjak6zejxf$.dlg@40tude.net>
I'm going mad!
I want to use blender to model some mesh, and then render it using pov.
Now i've tried to export it using wavefront, using povanim, using a lot of
tools but every time i get awful results, especially with the normals.

For example: consider a cylinder. I've made it in blender, i've smoothed,
and render it. It goes well.
Now, every exports i made, the results is like this:

http://img370.imageshack.us/img370/6343/mainfg4.jpg

Something is a little better, something not, anyway there's always an ugly
black area away from the light source.

Any Idea? How can i use shaded mesh from blender to pov?

Thanks.


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From: Alain
Subject: Re: Povray and Blender
Date: 15 Jul 2007 11:15:13
Message: <469a3a01@news.povray.org>
PdG nous apporta ses lumieres en ce 2007/07/15 07:45:
> I'm going mad!
> I want to use blender to model some mesh, and then render it using pov.
> Now i've tried to export it using wavefront, using povanim, using a lot of
> tools but every time i get awful results, especially with the normals.
> 
> For example: consider a cylinder. I've made it in blender, i've smoothed,
> and render it. It goes well.
> Now, every exports i made, the results is like this:
> 
> http://img370.imageshack.us/img370/6343/mainfg4.jpg
> 
> Something is a little better, something not, anyway there's always an ugly
> black area away from the light source.
> 
> Any Idea? How can i use shaded mesh from blender to pov?
> 
> Thanks.
Maybe some normals are pointing "inside" the object instead of outward.
Any luck if you don't use shaded mesh?
Did you try PoseRay?

Anyway, unless your mesh is very fine, there will be some artefacts near the 
terminator, where the incident light comes at a grazing angle.
You can minimize that by carefully placing the light or by using some small 
rotation of the mesh.

-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when you've tried rendering hair with 
each strand as an object.
Quietly Watching


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From: Warp
Subject: Re: Povray and Blender
Date: 15 Jul 2007 11:32:06
Message: <469a3df6@news.povray.org>
PdG <pdg### [at] intermerdagmailcom> wrote:
> http://img370.imageshack.us/img370/6343/mainfg4.jpg

  It's difficult to say anything from that image. Could you create a better
image which shows clearly the problem?

-- 
                                                          - Warp


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From: PdG
Subject: Re: Povray and Blender
Date: 15 Jul 2007 12:21:59
Message: <hclp4o3o0v9x$.1cv0uhno93pe9$.dlg@40tude.net>
Il 15 Jul 2007 11:32:06 -0400, Warp ha scritto:

> PdG <pdg### [at] intermerdagmailcom> wrote:
>> http://img370.imageshack.us/img370/6343/mainfg4.jpg
> 
>   It's difficult to say anything from that image. Could you create a better
> image which shows clearly the problem?

Look here

http://img68.imageshack.us/img68/7717/diokvu6.jpg

two renders of the same object: the left made with povray, the right made
with blender... left has a ugly and wrong black area.. i've used only a
spot light, there's noting that drop shadows so why that area is so black?


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From: Alain
Subject: Re: Povray and Blender
Date: 15 Jul 2007 13:19:43
Message: <469a572f$1@news.povray.org>
PdG nous apporta ses lumieres en ce 2007/07/15 12:21:
> Il 15 Jul 2007 11:32:06 -0400, Warp ha scritto:
> 
>> PdG <pdg### [at] intermerdagmailcom> wrote:
>>> http://img370.imageshack.us/img370/6343/mainfg4.jpg
>>   It's difficult to say anything from that image. Could you create a better
>> image which shows clearly the problem?
> 
> Look here
> 
> http://img68.imageshack.us/img68/7717/diokvu6.jpg
> 
> two renders of the same object: the left made with povray, the right made
> with blender... left has a ugly and wrong black area.. i've used only a
> spot light, there's noting that drop shadows so why that area is so black?
The end of the cylinder looks as black in one view as in the other.
It looks like the light source is very close to the object, making the far end 
receiving light at a very shalow angle.

-- 
Alain
-------------------------------------------------
Keep your eyes wide open before marriage, half shut afterwards.
Benjamin Franklin


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From: Warp
Subject: Re: Povray and Blender
Date: 15 Jul 2007 13:26:24
Message: <469a58c0@news.povray.org>
PdG <pdg### [at] intermerdagmailcom> wrote:
> http://img68.imageshack.us/img68/7717/diokvu6.jpg

  I see no relevant difference in the two images.

-- 
                                                          - Warp


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From: PdG
Subject: Re: Povray and Blender
Date: 15 Jul 2007 14:24:06
Message: <kvn7dy4h6ats$.1fyp2k56a519u$.dlg@40tude.net>
Il Sun, 15 Jul 2007 11:15:05 -0400, Alain ha scritto:


> Maybe some normals are pointing "inside" the object instead of outward.
> Any luck if you don't use shaded mesh?

if i use solid mesh it seems to works, but i need shaded mesh..

i've flipped the normals, but...

http://img377.imageshack.us/img377/8940/uglycc7.jpg


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From: PdG
Subject: Re: Povray and Blender
Date: 15 Jul 2007 14:26:53
Message: <16itu16pv8aso.v8gz2kl1estk$.dlg@40tude.net>
Il Sun, 15 Jul 2007 13:19:35 -0400, Alain ha scritto:

>> http://img68.imageshack.us/img68/7717/diokvu6.jpg
>> 
>> two renders of the same object: the left made with povray, the right made
>> with blender... left has a ugly and wrong black area.. i've used only a
>> spot light, there's noting that drop shadows so why that area is so black?
> The end of the cylinder looks as black in one view as in the other.
> It looks like the light source is very close to the object, making the far end 
> receiving light at a very shalow angle.

i've putted the light far.. and the effects looks like a spot light, not a
point light.. the cylinder become black with no smooth.. like if the lights
stops after these pixels.

Anyway, here the source.

// File produced by AccuTrans 3D

#version 3.5;

global_settings { assumed_gamma 2.2 }

camera {
  location <1.0, 1.5, -12.0>
  look_at <0, 0, 0>
}

light_source { <0, 12.0, -30.0> color rgb<1, 1, 1> }

light_source {
  <0, 0, -24.0>
  color rgb<1, 1, 1>
  spotlight
  radius 150
  falloff 20
  tightness 10
  point_at <0, 0, 0>
}

background { color rgb<0.5765, 0.6863, 0.8549> }

// Layer: _null_
//  
  object {
   union {
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 }
 } rotate <44,0,60>}


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From: PdG
Subject: Re: Povray and Blender
Date: 15 Jul 2007 14:28:29
Message: <qjsdc50q7a0s$.1t9hbujqyybwu$.dlg@40tude.net>
Il 15 Jul 2007 13:26:24 -0400, Warp ha scritto:

> PdG <pdg### [at] intermerdagmailcom> wrote:
>> http://img68.imageshack.us/img68/7717/diokvu6.jpg
> 
>   I see no relevant difference in the two images.

the first has an ireealistic black zone, the second has a smoot gradient
from light to dark, and if i use a cylinder statement instead of the mesh,
pov renders it like blender.


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From: Tim Attwood
Subject: Re: Povray and Blender
Date: 15 Jul 2007 18:14:09
Message: <469a9c31@news.povray.org>
The faces are inverted, normals pointing inward,
they should point outward.


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