POV-Ray : Newsgroups : povray.newusers : using 3DWin include files ?? Server Time
28 Nov 2024 03:42:29 EST (-0500)
  using 3DWin include files ?? (Message 1 to 6 of 6)  
From: MR
Subject: using 3DWin include files ??
Date: 25 Sep 2001 13:38:54
Message: <3bb0c12e$1@news.povray.org>
hello,

i've found a 3ds file for a bridget human figure that i'd like to use
in povray.  i've converted it to a povray include file using 3DWin,
but i don't know what to do now.  i assumed that the include file
would have a povray object in it that i could just plunk into a pov
file, but thats not the case...  there's just a bunch of declare union
statements.

thank you, miker


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From: MR
Subject: Re: using 3DWin include files ??
Date: 25 Sep 2001 13:58:29
Message: <3bb0c5c5$1@news.povray.org>
ok, i'm still not having any luck but i wanted to give an update.
i thought i would at least hack a bit and see if something just
fell out.

i converted the bee.3ds that came with 3DWin into an include
file.  no object file anywhere to be found in it.  i then looked at
the size of the numbers in the include file and made a guess
at a camera and lighting config:
***********************************
camera
  {
    location <80,80,80>
    look_at 0
    angle 30
  }
light_source
  { <100,100,100> White
  }
***********************************
and then i cut and pasted everything in the include file
down below this.  pretty dumb, huh?  it rendered solid
black.

alright!  i got a pretty good idea why it rendered black...
the include file looks to be nothing but a bunch of declares.
i'm rendering black cuz there's no darned objects in the
pic!

so what do i do to get a renderable picture out of the
include file?

thanks again, miker





"MR" <a### [at] bnet> wrote in message news:3bb0c12e$1@news.povray.org...
> hello,
>
> i've found a 3ds file for a bridget human figure that i'd like to use
> in povray.  i've converted it to a povray include file using 3DWin,
> but i don't know what to do now.  i assumed that the include file
> would have a povray object in it that i could just plunk into a pov
> file, but thats not the case...  there's just a bunch of declare union
> statements.
>
> thank you, miker
>
>


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From: Trevor Quayle
Subject: Re: using 3DWin include files ??
Date: 25 Sep 2001 14:34:39
Message: <3bb0ce3f$1@news.povray.org>
Try this for starters:

Open 3DWin
Select "3D Studio" for Import
Select "POV-Ray/Moray" for Export
Click Export "Options"
Select your version pf POVRay from the drop down box
Check everything in the "Specific" frame, except UDO/MDL click OK
Now Import... your object (i.e., Bee.3DS)
Click Export and select a directory and type a filename to export to, OK.
3DWin will create a bunch of .inc files and a .pov file
Open the .pov file in POVRay and render it, you should see the bee as this
is a ready-made scene of the object.
The .inc files contain the textures, camera, lighting, etc for the scene

BEE_a.inc = global settings
BEE_c.inc = camera
BEE_g.inc = calls in all include files needed
BEE_l.inc = lights
BEE_m.inc = textures
BEE_o.inc = object itself (~2MB in size)

Everything is done as #declares which BEE.pov calls to.  Note that the BEE
itself is a whole series of mesh objects in the BEE_o.inc file which may not
be easy to recognize.
If you follow through the .pov file and various .inc files you should be
able to figure out how it works and manipulate it a little bit.

That's all for now.
Good Luck

-tgq


--
camera{location z*13look_at 0}light_source{15 15looks_like{sphere{0 10
}pigment{rgb 1}finish{ambient 15}}}union{torus{3,0.5rotate x*90}cone{y
*4,.5,-y*8,0}cone{-x*4,.5,x*8,0}pigment{rgb<.7,.6,.4>}finish{ambient 0
diffuse 0reflection{1fresnel on metallic 1}}interior{ior 25}rotate 15}
plane{y,-7pigment{checker rgb 0rgb 1scale 4}finish{diffuse.1}}//   TGQ


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From: Gilles Tran
Subject: Re: using 3DWin include files ??
Date: 25 Sep 2001 14:42:42
Message: <3bb0d022@news.povray.org>
3DWin outputs a *.pov file and several *.inc files, including the *o_.inc
file that contains the object (which can be one or several #declare). If you
click on the light and cameras check boxes in the export options, the *.pov
file should give you everything you need.
In any case, it always starts with V_WorldBoundMin et V_WorldBoundMax, two
vectors which gives you the size of the object and that you can use
(box{V_WorldBoundMin ,V_WorldBoundMax pigment{rgb 1 }) to define a dummy box
to place your lights and camera as they should).

G.
--

**********************
http://www.oyonale.com
**********************
Graphic experiments
Pov-ray gallery


>
> so what do i do to get a renderable picture out of the
> include file?
>
> thanks again, miker
>
>


Post a reply to this message

From: MR
Subject: Re: using 3DWin include files ??
Date: 26 Sep 2001 12:56:32
Message: <3bb208c0@news.povray.org>
thanks trevor and gilles!

after reading your directions, i got the distinct impression that
the 3DWin that you were talking about was not the same one
i was using.  i was using an ancient 3.5 version.

i downloaded the 4.7e version and followed the directions you
gave me and the bee rendered, so i tried the bridget 3ds.  it
worked too, but they both come out plain gray.  is this because
of the limitations of the unregistered version?  i noticed the docs
said that image maps and materials were disabled, but i was
sorta surprised that there was no colors either, other than shades
of grey.

thank you, miker


"Trevor Quayle" <Tin### [at] hotmailcom> wrote in message
news:3bb0ce3f$1@news.povray.org...
> Try this for starters:
>
> Open 3DWin
> Select "3D Studio" for Import
> Select "POV-Ray/Moray" for Export
> Click Export "Options"
> Select your version pf POVRay from the drop down box
> Check everything in the "Specific" frame, except UDO/MDL click OK
> Now Import... your object (i.e., Bee.3DS)
> Click Export and select a directory and type a filename to export to, OK.
> 3DWin will create a bunch of .inc files and a .pov file
> Open the .pov file in POVRay and render it, you should see the bee as this
> is a ready-made scene of the object.
> The .inc files contain the textures, camera, lighting, etc for the scene
>
> BEE_a.inc = global settings
> BEE_c.inc = camera
> BEE_g.inc = calls in all include files needed
> BEE_l.inc = lights
> BEE_m.inc = textures
> BEE_o.inc = object itself (~2MB in size)
>
> Everything is done as #declares which BEE.pov calls to.  Note that the BEE
> itself is a whole series of mesh objects in the BEE_o.inc file which may
not
> be easy to recognize.
> If you follow through the .pov file and various .inc files you should be
> able to figure out how it works and manipulate it a little bit.
>
> That's all for now.
> Good Luck
>
> -tgq
>
>
> --
> camera{location z*13look_at 0}light_source{15 15looks_like{sphere{0 10
> }pigment{rgb 1}finish{ambient 15}}}union{torus{3,0.5rotate x*90}cone{y
> *4,.5,-y*8,0}cone{-x*4,.5,x*8,0}pigment{rgb<.7,.6,.4>}finish{ambient 0
> diffuse 0reflection{1fresnel on metallic 1}}interior{ior 25}rotate 15}
> plane{y,-7pigment{checker rgb 0rgb 1scale 4}finish{diffuse.1}}//   TGQ
>
>


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From: Trevor Quayle
Subject: Re: using 3DWin include files ??
Date: 26 Sep 2001 14:37:55
Message: <3bb22083$1@news.povray.org>
No, this is just the default texture applied by 3DWin.  Depending on your
object and how you want it textured, this is where things start to get a bit
tricky.

-tgq

"MR" <a### [at] bnet> wrote in message news:3bb208c0@news.povray.org...
> thanks trevor and gilles!
>
> after reading your directions, i got the distinct impression that
> the 3DWin that you were talking about was not the same one
> i was using.  i was using an ancient 3.5 version.
>
> i downloaded the 4.7e version and followed the directions you
> gave me and the bee rendered, so i tried the bridget 3ds.  it
> worked too, but they both come out plain gray.  is this because
> of the limitations of the unregistered version?  i noticed the docs
> said that image maps and materials were disabled, but i was
> sorta surprised that there was no colors either, other than shades
> of grey.
>
> thank you, miker
>
>
> "Trevor Quayle" <Tin### [at] hotmailcom> wrote in message
> news:3bb0ce3f$1@news.povray.org...
> > Try this for starters:
> >
> > Open 3DWin
> > Select "3D Studio" for Import
> > Select "POV-Ray/Moray" for Export
> > Click Export "Options"
> > Select your version pf POVRay from the drop down box
> > Check everything in the "Specific" frame, except UDO/MDL click OK
> > Now Import... your object (i.e., Bee.3DS)
> > Click Export and select a directory and type a filename to export to,
OK.
> > 3DWin will create a bunch of .inc files and a .pov file
> > Open the .pov file in POVRay and render it, you should see the bee as
this
> > is a ready-made scene of the object.
> > The .inc files contain the textures, camera, lighting, etc for the scene
> >
> > BEE_a.inc = global settings
> > BEE_c.inc = camera
> > BEE_g.inc = calls in all include files needed
> > BEE_l.inc = lights
> > BEE_m.inc = textures
> > BEE_o.inc = object itself (~2MB in size)
> >
> > Everything is done as #declares which BEE.pov calls to.  Note that the
BEE
> > itself is a whole series of mesh objects in the BEE_o.inc file which may
> not
> > be easy to recognize.
> > If you follow through the .pov file and various .inc files you should be
> > able to figure out how it works and manipulate it a little bit.
> >
> > That's all for now.
> > Good Luck
> >
> > -tgq
> >
> >
> > --
> > camera{location z*13look_at 0}light_source{15 15looks_like{sphere{0 10
> > }pigment{rgb 1}finish{ambient 15}}}union{torus{3,0.5rotate x*90}cone{y
> > *4,.5,-y*8,0}cone{-x*4,.5,x*8,0}pigment{rgb<.7,.6,.4>}finish{ambient 0
> > diffuse 0reflection{1fresnel on metallic 1}}interior{ior 25}rotate 15}
> > plane{y,-7pigment{checker rgb 0rgb 1scale 4}finish{diffuse.1}}//   TGQ
> >
> >
>
>


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