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Hi,
I am looking for an interactive viewer "a la Blender".
Something very simple would be sufficient. Starting from a .pov, I would like to
render the file and click on some buttons to change the camera position and
camera.angle in real time and that's all.
Is there something out of the box for Ubuntu ? All modelers I have seen seem
dead.
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"lelama" <nomail@nomail> wrote:
> Hi,
> I am looking for an interactive viewer "a la Blender".
>
> Something very simple would be sufficient. Starting from a .pov, I would like to
> render the file and click on some buttons to change the camera position and
> camera.angle in real time and that's all.
>
> Is there something out of the box for Ubuntu ? All modelers I have seen seem
> dead.
Do you know that Blender features a POV importer and exporter? Could you tell us
why you don't like it, so we can keep improving it?
https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/POV-Ray
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"Mr" <nomail@nomail> wrote:
> "lelama" <nomail@nomail> wrote:
> > Hi,
> > I am looking for an interactive viewer "a la Blender".
> >
> > Something very simple would be sufficient. Starting from a .pov, I would like to
> > render the file and click on some buttons to change the camera position and
> > camera.angle in real time and that's all.
> >
> > Is there something out of the box for Ubuntu ? All modelers I have seen seem
> > dead.
>
> Do you know that Blender features a POV importer and exporter? Could you tell us
> why you don't like it, so we can keep improving it?
>
> https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/POV-Ray
I didn't know it. I will try.
On the video, we only see the full fixed rendering and some wireframe
representation. What I really want is the real time rough representation, not
with wireframes. Within Blender, I can move with the mouse in this rough
rendering to inspect the details of my constructions. This a feature I miss in
povray. To really "see the perspective", I think moving the image is a real
advantage. It is probably as important as the shadow to really "feel" the
perspective.
Thank you for the answer. This is very nice when people try to help :-)
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From: Thomas de Groot
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 04:08:29
Message: <57e3917d@news.povray.org>
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On 21-9-2016 19:04, lelama wrote:
> "Mr" <nomail@nomail> wrote:
>> "lelama" <nomail@nomail> wrote:
>>> Hi,
>>> I am looking for an interactive viewer "a la Blender".
>>>
>>> Something very simple would be sufficient. Starting from a .pov, I would like to
>>> render the file and click on some buttons to change the camera position and
>>> camera.angle in real time and that's all.
>>>
>>> Is there something out of the box for Ubuntu ? All modelers I have seen seem
>>> dead.
>>
>> Do you know that Blender features a POV importer and exporter? Could you tell us
>> why you don't like it, so we can keep improving it?
>>
>> https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/POV-Ray
>
>
>
> I didn't know it. I will try.
>
> On the video, we only see the full fixed rendering and some wireframe
> representation. What I really want is the real time rough representation, not
> with wireframes. Within Blender, I can move with the mouse in this rough
> rendering to inspect the details of my constructions. This a feature I miss in
> povray. To really "see the perspective", I think moving the image is a real
> advantage. It is probably as important as the shadow to really "feel" the
> perspective.
>
> Thank you for the answer. This is very nice when people try to help :-)
>
>
There was Moray http://www.stmuc.com/moray/index.html which was a
dedicated modeller to POV-Ray 3.5. It was discontinued for all kind of
reasons and may be revived in a distant future (speculation). In the
meantime and if you are curious, I recommend to play a bit with it. It
can still be very useful in different ways.
Otherwise, there is Bishop3D but I do not know much about it. Stephen is
the expert.
--
Thomas
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On 9/22/2016 9:08 AM, Thomas de Groot wrote:
>
> There was Moray http://www.stmuc.com/moray/index.html which was a
> dedicated modeller to POV-Ray 3.5. It was discontinued for all kind of
> reasons and may be revived in a distant future (speculation). In the
> meantime and if you are curious, I recommend to play a bit with it. It
> can still be very useful in different ways.
>
> Otherwise, there is Bishop3D but I do not know much about it. Stephen is
> the expert.
>
In a way you are right but it is StephenS who is the real expert. :-D
I get by with it.
I would recommend against Moray, unless you prefer a coordinate system
with the Z-axis set as up. (In PovRay the default is Y-axis: up.)
Both Moray and Bishop3D render with older versions of PovRay. Versions
3.5 and 3.62 respectively. But the files can be manually run in the
latest version of PovRay, without modification, taking advantage of your
machine's multi cores . I cannot overstate how important that is. :)
{Actually I think I just did. ;-) }
--
Regards
Stephen
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Ok, thank you guys for the answer. I prefer not to start with something which is
already outdated, spending minutes or hours to bypass the problems that will
eventually happen.
Bishop 3D is unfortunatly only for windows as far as I understand.
Laurent.
Stephen <mca### [at] aol com> wrote:
> On 9/22/2016 9:08 AM, Thomas de Groot wrote:
>
> >
> > There was Moray http://www.stmuc.com/moray/index.html which was a
> > dedicated modeller to POV-Ray 3.5. It was discontinued for all kind of
> > reasons and may be revived in a distant future (speculation). In the
> > meantime and if you are curious, I recommend to play a bit with it. It
> > can still be very useful in different ways.
> >
> > Otherwise, there is Bishop3D but I do not know much about it. Stephen is
> > the expert.
> >
>
> In a way you are right but it is StephenS who is the real expert. :-D
> I get by with it.
>
> I would recommend against Moray, unless you prefer a coordinate system
> with the Z-axis set as up. (In PovRay the default is Y-axis: up.)
>
> Both Moray and Bishop3D render with older versions of PovRay. Versions
> 3.5 and 3.62 respectively. But the files can be manually run in the
> latest version of PovRay, without modification, taking advantage of your
> machine's multi cores . I cannot overstate how important that is. :)
>
> {Actually I think I just did. ;-) }
>
> --
>
> Regards
> Stephen
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Tried to read .pov in Blender without success.
First, I tried on Ubuntu studio, latest version. I was not able to activate the
add-on because of some inexistant file or directory.
Then I downloaded the latest binary blender version on the blender server. I
checked that the fileI was rendered correctly using povray directly. But it was
not correctly rendered in Blender Only a grey plane appeared, whereas it was
supposed to show a person on a bike.
Laurent.
"Mr" <nomail@nomail> wrote:
> "lelama" <nomail@nomail> wrote:
> > Hi,
> > I am looking for an interactive viewer "a la Blender".
> >
> > Something very simple would be sufficient. Starting from a .pov, I would like to
> > render the file and click on some buttons to change the camera position and
> > camera.angle in real time and that's all.
> >
> > Is there something out of the box for Ubuntu ? All modelers I have seen seem
> > dead.
>
> Do you know that Blender features a POV importer and exporter? Could you tell us
> why you don't like it, so we can keep improving it?
>
> https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/POV-Ray
Post a reply to this message
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"lelama" <nomail@nomail> wrote:
> Tried to read .pov in Blender without success.
>
> First, I tried on Ubuntu studio, latest version. I was not able to activate the
> add-on because of some inexistant file or directory.
>
> Then I downloaded the latest binary blender version on the blender server. I
> checked that the fileI was rendered correctly using povray directly. But it was
> not correctly rendered in Blender Only a grey plane appeared, whereas it was
> supposed to show a person on a bike.
>
> Laurent.
>
>
> "Mr" <nomail@nomail> wrote:
> > "lelama" <nomail@nomail> wrote:
> > > Hi,
> > > I am looking for an interactive viewer "a la Blender".
> > >
> > > Something very simple would be sufficient. Starting from a .pov, I would like to
> > > render the file and click on some buttons to change the camera position and
> > > camera.angle in real time and that's all.
> > >
> > > Is there something out of the box for Ubuntu ? All modelers I have seen seem
> > > dead.
> >
> > Do you know that Blender features a POV importer and exporter? Could you tell us
> > why you don't like it, so we can keep improving it?
> >
> > https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/POV-Ray
POV importer is new. could you share the pov file for some bug fixing attempt?
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On 9/22/2016 10:14 AM, lelama wrote:
>
> Tried to read .pov in Blender without success.
>
> First, I tried on Ubuntu studio, latest version. I was not able to activate the
> add-on because of some inexistant file or directory.
>
> Then I downloaded the latest binary blender version on the blender server. I
> checked that the fileI was rendered correctly using povray directly. But it was
> not correctly rendered in Blender Only a grey plane appeared, whereas it was
> supposed to show a person on a bike.
>
> Laurent.
>
>
I had the same problem when I tried it yesterday.
I have not read the documentation on it. So that goes on the todo list.
Once I have finished a project I am working on. I am going to have a
look to see what I did wrong or not do right.
After the import there was only a plane called: PovInfinitePlane
--
Regards
Stephen
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On 9/22/2016 11:52 AM, Mr wrote:
> POV importer is new. could you share the pov file for some bug fixing attempt?
No sooner said than done.
I have just tried to import this file.
//
****************************************************************************
// Created with Bishop3D for Windows
// Bishop3D Version 1.0.5.2
// 22/09/2016 - 12:10:10
// +BS8
//
****************************************************************************
#version 3.7; // or 3.6
background { color rgb <0.000,0.000,0.000> }
//
****************************************************************************
// referenced scene items and forced visible scene items declaration begin
//
****************************************************************************
#declare Shadow_Clouds_Bot =
pigment {
bozo
color_map {
[0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
[0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
[0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
}
rotate <0.0,0.0,90.000>
rotate <180.000,0.0,0.0>
scale <1.000,6.000,6.000>
rotate <-180.000,0.000,-90.000>
translate <0.000,-0.150,0.000>
turbulence <0.650,0.650,0.650>
octaves 6
lambda 2.000
omega 0.700
}
#declare Shadow_Clouds_Mid =
pigment {
bozo
color_map {
[0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
[0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
[0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
}
rotate <0.0,0.0,90.000>
rotate <180.000,0.0,0.0>
scale <1.000,6.000,6.000>
rotate <-180.000,0.000,-90.000>
turbulence <0.650,0.650,0.650>
octaves 6
lambda 2.000
omega 0.700
}
#declare Shadow_Clouds_Top =
pigment {
color rgbft <0.196,0.600,0.800,0.000,0.000>
}
#declare Polished_Brass0 =
texture {
pigment {
color rgbft <0.578,0.422,0.195,0.000,0.000>
}
finish {
ambient rgb <0.100,0.100,0.100>
brilliance 6.000
crand 0.000
diffuse 0.800
metallic 1.000
phong 0.800
phong_size 120.000
specular 0.000
roughness 0.050
reflection {
rgb <0.400,0.400,0.400>, rgb <0.400,0.400,0.400>
fresnel 0
falloff 0.000
exponent 1.000
metallic 0.000
}
}
}
#declare Grey_White_Tiles2 =
texture {
checker
texture {
pigment {
color rgbft <1.000,1.000,1.000,0.000,0.000>
}
normal {
bozo, 1.000
scale <0.050,0.050,0.050>
}
finish {
ambient rgb <0.100,0.100,0.100>
brilliance 1.000
crand 0.000
diffuse 0.600
metallic 0.000
phong 0.000
phong_size 40.000
specular 0.000
roughness 0.249
reflection {
rgb <0.100,0.100,0.100>, rgb <0.000,0.000,0.000>
fresnel 0
falloff 0.000
exponent 1.000
metallic 0.000
}
}
}
texture {
pigment {
color rgbft <0.502,0.502,0.502,0.000,0.000>
}
normal {
bozo, 1.000
scale <0.050,0.050,0.050>
}
finish {
ambient rgb <0.100,0.100,0.100>
brilliance 1.000
crand 0.000
diffuse 0.600
metallic 0.000
phong 0.000
phong_size 40.000
specular 0.000
roughness 0.249
reflection {
rgb <0.100,0.100,0.100>, rgb <0.000,0.000,0.000>
fresnel 0
falloff 0.000
exponent 1.000
metallic 0.000
}
}
}
scale <10.000,10.000,10.000>
}
#declare Camera0 =
camera {
perspective
location <-4.671,96.889,-178.017>
up y
right 1.333*x
angle 33.000
sky <0.012,0.894,0.448>
look_at < 0.000, 7.500, 0.000 >
}
//
****************************************************************************
// referenced scene items and forced visible scene items declaration end
//
****************************************************************************
union {
light_source {
< 0.000000, 0.000000, 0.000000 >, color rgb <1.000,1.000,1.000>
fade_power 0.000
fade_distance 100.000
media_attenuation off
media_interaction on
translate <15.811000,100.000000,-200.977356>
}
light_source {
< 0.000000, 0.000000, 0.000000 >, color rgb <1.000,1.000,1.000>
fade_power 0.000
fade_distance 100.000
media_attenuation off
media_interaction on
shadowless
translate <-24.636320,55.859425,-195.075000>
}
}
sky_sphere {
pigment{ Shadow_Clouds_Top }
pigment{ Shadow_Clouds_Mid }
pigment{ Shadow_Clouds_Bot }
}
plane {
y , 0
texture{ Grey_White_Tiles2 }
}
sphere {
0.0, 1.000000
texture{ Polished_Brass0 }
scale <10.000000,10.000000,10.000000>
translate <0.000000,10.000000,0.000000>
}
camera{ Camera0 }
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
> On 9/22/2016 11:52 AM, Mr wrote:
> > POV importer is new. could you share the pov file for some bug fixing attempt?
>
>
> No sooner said than done.
> I have just tried to import this file.
>
> //
> ****************************************************************************
> // Created with Bishop3D for Windows
> // Bishop3D Version 1.0.5.2
> // 22/09/2016 - 12:10:10
> // +BS8
> //
> ****************************************************************************
>
>
> #version 3.7; // or 3.6
>
> background { color rgb <0.000,0.000,0.000> }
>
> //
> ****************************************************************************
> // referenced scene items and forced visible scene items declaration begin
> //
> ****************************************************************************
>
> #declare Shadow_Clouds_Bot =
> pigment {
> bozo
> color_map {
> [0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
> [0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
> [0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
> }
>
> rotate <0.0,0.0,90.000>
> rotate <180.000,0.0,0.0>
> scale <1.000,6.000,6.000>
> rotate <-180.000,0.000,-90.000>
> translate <0.000,-0.150,0.000>
> turbulence <0.650,0.650,0.650>
> octaves 6
> lambda 2.000
> omega 0.700
> }
>
> #declare Shadow_Clouds_Mid =
> pigment {
> bozo
> color_map {
> [0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
> [0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
> [0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
> }
>
> rotate <0.0,0.0,90.000>
> rotate <180.000,0.0,0.0>
> scale <1.000,6.000,6.000>
> rotate <-180.000,0.000,-90.000>
> turbulence <0.650,0.650,0.650>
> octaves 6
> lambda 2.000
> omega 0.700
> }
>
> #declare Shadow_Clouds_Top =
> pigment {
> color rgbft <0.196,0.600,0.800,0.000,0.000>
> }
>
> #declare Polished_Brass0 =
> texture {
> pigment {
> color rgbft <0.578,0.422,0.195,0.000,0.000>
> }
>
> finish {
> ambient rgb <0.100,0.100,0.100>
> brilliance 6.000
> crand 0.000
> diffuse 0.800
> metallic 1.000
> phong 0.800
> phong_size 120.000
> specular 0.000
> roughness 0.050
> reflection {
> rgb <0.400,0.400,0.400>, rgb <0.400,0.400,0.400>
> fresnel 0
> falloff 0.000
> exponent 1.000
> metallic 0.000
> }
> }
>
> }
>
> #declare Grey_White_Tiles2 =
> texture {
> checker
> texture {
> pigment {
> color rgbft <1.000,1.000,1.000,0.000,0.000>
> }
>
> normal {
> bozo, 1.000
> scale <0.050,0.050,0.050>
> }
>
> finish {
> ambient rgb <0.100,0.100,0.100>
> brilliance 1.000
> crand 0.000
> diffuse 0.600
> metallic 0.000
> phong 0.000
> phong_size 40.000
> specular 0.000
> roughness 0.249
> reflection {
> rgb <0.100,0.100,0.100>, rgb <0.000,0.000,0.000>
> fresnel 0
> falloff 0.000
> exponent 1.000
> metallic 0.000
> }
> }
>
> }
>
> texture {
> pigment {
> color rgbft <0.502,0.502,0.502,0.000,0.000>
> }
>
> normal {
> bozo, 1.000
> scale <0.050,0.050,0.050>
> }
>
> finish {
> ambient rgb <0.100,0.100,0.100>
> brilliance 1.000
> crand 0.000
> diffuse 0.600
> metallic 0.000
> phong 0.000
> phong_size 40.000
> specular 0.000
> roughness 0.249
> reflection {
> rgb <0.100,0.100,0.100>, rgb <0.000,0.000,0.000>
> fresnel 0
> falloff 0.000
> exponent 1.000
> metallic 0.000
> }
> }
>
> }
>
> scale <10.000,10.000,10.000>
> }
>
> #declare Camera0 =
> camera {
> perspective
> location <-4.671,96.889,-178.017>
> up y
> right 1.333*x
> angle 33.000
> sky <0.012,0.894,0.448>
> look_at < 0.000, 7.500, 0.000 >
> }
>
>
> //
> ****************************************************************************
> // referenced scene items and forced visible scene items declaration end
> //
> ****************************************************************************
>
> union {
> light_source {
> < 0.000000, 0.000000, 0.000000 >, color rgb <1.000,1.000,1.000>
> fade_power 0.000
> fade_distance 100.000
> media_attenuation off
> media_interaction on
> translate <15.811000,100.000000,-200.977356>
> }
>
> light_source {
> < 0.000000, 0.000000, 0.000000 >, color rgb <1.000,1.000,1.000>
> fade_power 0.000
> fade_distance 100.000
> media_attenuation off
> media_interaction on
> shadowless
> translate <-24.636320,55.859425,-195.075000>
> }
>
> }
>
> sky_sphere {
> pigment{ Shadow_Clouds_Top }
> pigment{ Shadow_Clouds_Mid }
> pigment{ Shadow_Clouds_Bot }
>
> }
>
> plane {
> y , 0
> texture{ Grey_White_Tiles2 }
> }
>
> sphere {
> 0.0, 1.000000
> texture{ Polished_Brass0 }
> scale <10.000000,10.000000,10.000000>
> translate <0.000000,10.000000,0.000000>
> }
>
>
> camera{ Camera0 }
>
>
>
> --
>
> Regards
> Stephen
I suppose the problem comes from implicit coordinates: your sphere is declared
at 0.0 whereas the importer expects tuples cordinates made of 3 axes like
<0,0,0>
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On 9/22/2016 1:16 PM, Mr wrote:
> I suppose the problem comes from implicit coordinates: your sphere is declared
> at 0.0 whereas the importer expects tuples cordinates made of 3 axes like
> <0,0,0>
Yes changing that allows the importer to work.
Can you do anything about it?
In Bishop3D only spheres are made like that. That includes sphere
components in sphere sweeps.
The project Thomas and I are working on. I think we have broken it's
back. (All the hard and problematic things are done, until the next one
crops up.) So I will have some time.
I really want to help with this as a tester. I think it is important.
I will drop you a line and you can tell me how I can help.
--
Regards
Stephen
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Am 22.09.2016 um 14:16 schrieb Mr:
> I suppose the problem comes from implicit coordinates: your sphere is declared
> at 0.0 whereas the importer expects tuples cordinates made of 3 axes like
> <0,0,0>
You'll certainly need to fix this in the importer. Making use of
POV-Ray's auto-promotion of floats to vectors is a very common idiom in
POV-Ray scenes.
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Stephen <mca### [at] aol com> wrote:
> On 9/22/2016 1:16 PM, Mr wrote:
> > I suppose the problem comes from implicit coordinates: your sphere is declared
> > at 0.0 whereas the importer expects tuples cordinates made of 3 axes like
> > <0,0,0>
>
> Yes changing that allows the importer to work.
> Can you do anything about it?
> In Bishop3D only spheres are made like that. That includes sphere
> components in sphere sweeps.
>
> The project Thomas and I are working on. I think we have broken it's
> back. (All the hard and problematic things are done, until the next one
> crops up.) So I will have some time.
> I really want to help with this as a tester. I think it is important.
> I will drop you a line and you can tell me how I can help.
>
>
> --
>
> Regards
> Stephen
Stephen <mca### [at] aol com> wrote:
> ****************************************************************************
> // Created with Bishop3D for Windows
> // Bishop3D Version 1.0.5.2
> // 22/09/2016 - 12:10:10
> // +BS8
> //
> ****************************************************************************
> phong 0.000
> phong_size 40.000
> specular 0.000
> roughness 0.249
> sphere {
> 0.0, 1.000000
Excellent export! 4 unnecessary quantities transferred, but the tuple formatted.
Oh,oh.
We will need the sample files from all types of objects that can be created on
Bishop export. All modifiers, media{}, photons{}, interior{} and so on.
We need to learn how to Bishop writes the text: where to put spaces and line
transfers.
Thanks! :)
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On 9/22/2016 4:29 PM, LanuHum wrote:
> Excellent export! 4 unnecessary quantities transferred, but the tuple formatted.
> Oh,oh.
>
<Joke>
Do not blame me. I am only an usurer. [pun]
</Joke>
> We will need the sample files from all types of objects that can be created on
> Bishop export. All modifiers, media{}, photons{}, interior{} and so on.
> We need to learn how to Bishop writes the text: where to put spaces and line
> transfers.
>
> Thanks!:)
No, thank you for offering to write an importer/converter.
<Joke>
Dr John. See how I slipped that into the small print?
</Joke>
I have written to Maurice offering my assistance. He has my contact
details. Which he can share.
There are just over 20 objects that B3D (Bishop3D) uses. So that bit
should be simple.
Materials are a bit more complicated for me as I generally use simple
ones. But we can work through it.
It also has a couple of plugins. One is based on Giles Tan's make grass.
The other one is for exporting Pov code but should be easy to find as it
is delimited like:
//------- Sphere0 Raw Script Begin -------
#include "colors.inc"
//------- Sphere0 Raw Script End ---------
I think we should start an new thread and not hijack this one any more.
--
Regards
Stephen
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Am 22.09.2016 um 17:29 schrieb LanuHum:
> We will need the sample files from all types of objects that can be created on
> Bishop export. All modifiers, media{}, photons{}, interior{} and so on.
> We need to learn how to Bishop writes the text: where to put spaces and line
> transfers.
Uh... no, actually you need to generally learn the intricate details of
POV-Ray's scene description language. Because you certainly don't want
to limit your importer to POV files created by Bishop3D.
Oh, the fun you'll have! ;)
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Stephen <mca### [at] aol com> wrote:
>
> I think we should start an new thread and not hijack this one any more.
>
>
> --
>
> Regards
> Stephen
We are with you, it does not help. :)
You did not understand anything. I help Mr, but I need .pov files with different
styles of writing. I do not need your importer-exporter.
:)(:
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On 9/22/2016 6:17 PM, LanuHum wrote:
> Stephen <mca### [at] aol com> wrote:
>>
>> I think we should start an new thread and not hijack this one any more.
>>
>>
>> --
>>
>> Regards
>> Stephen
>
> We are with you, it does not help. :)
> You did not understand anything.
But who but the enlightened, understand anything?
> I help Mr, but I need .pov files with different
> styles of writing. I do not need your importer-exporter.
> :)(:
>
>
I know.
It will be done.
--
Regards
Stephen
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On 9/22/2016 6:05 PM, clipka wrote:
> Am 22.09.2016 um 17:29 schrieb LanuHum:
>
>> We will need the sample files from all types of objects that can be created on
>> Bishop export. All modifiers, media{}, photons{}, interior{} and so on.
>> We need to learn how to Bishop writes the text: where to put spaces and line
>> transfers.
>
> Uh... no, actually you need to generally learn the intricate details of
> POV-Ray's scene description language. Because you certainly don't want
> to limit your importer to POV files created by Bishop3D.
>
It is a start.
> Oh, the fun you'll have! ;)
>
With me helping. It is guaranteed. ;-)
--
Regards
Stephen
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clipka <ano### [at] anonymous org> wrote:
> Am 22.09.2016 um 17:29 schrieb LanuHum:
>
> > We will need the sample files from all types of objects that can be created on
> > Bishop export. All modifiers, media{}, photons{}, interior{} and so on.
> > We need to learn how to Bishop writes the text: where to put spaces and line
> > transfers.
>
> Uh... no, actually you need to generally learn the intricate details of
> POV-Ray's scene description language. Because you certainly don't want
> to limit your importer to POV files created by Bishop3D.
>
> Oh, the fun you'll have! ;)
I see.
The problem of parsing the scene that you allow the user to wear underpants on
his head. :))))))))))))
Your SDL encourages mess.
But nor is it terrible. There is no desire to write when no one needs.
..pov file can be easily read using python, but it will take a lot of work
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On 9/22/2016 6:54 PM, LanuHum wrote:
> clipka <ano### [at] anonymous org> wrote:
>> Am 22.09.2016 um 17:29 schrieb LanuHum:
>>
>>> We will need the sample files from all types of objects that can be created on
>>> Bishop export. All modifiers, media{}, photons{}, interior{} and so on.
>>> We need to learn how to Bishop writes the text: where to put spaces and line
>>> transfers.
>>
>> Uh... no, actually you need to generally learn the intricate details of
>> POV-Ray's scene description language. Because you certainly don't want
>> to limit your importer to POV files created by Bishop3D.
>>
>> Oh, the fun you'll have! ;)
>
> I see.
> The problem of parsing the scene that you allow the user to wear underpants on
> his head. :))))))))))))
Some users do not have underpants to wear. ;)
Some only want to point and click.
That is who mostly use modellers.
> Your SDL encourages mess.
> But nor is it terrible. There is no desire to write when no one needs.
> ...pov file can be easily read using python, but it will take a lot of work
>
It is a template, yes?
It is not for me to criticise what I cannot do myself.
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
> On 9/22/2016 6:05 PM, clipka wrote:
> > Am 22.09.2016 um 17:29 schrieb LanuHum:
> >
> >> We will need the sample files from all types of objects that can be created on
> >> Bishop export. All modifiers, media{}, photons{}, interior{} and so on.
> >> We need to learn how to Bishop writes the text: where to put spaces and line
> >> transfers.
> >
> > Uh... no, actually you need to generally learn the intricate details of
> > POV-Ray's scene description language. Because you certainly don't want
> > to limit your importer to POV files created by Bishop3D.
> >
>
> It is a start.
>
> > Oh, the fun you'll have! ;)
> >
>
> With me helping. It is guaranteed. ;-)
>
>
> --
>
> Regards
> Stephen
:)))))
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Stephen <mca### [at] aol com> wrote:
> On 9/22/2016 6:54 PM, LanuHum wrote:
> > clipka <ano### [at] anonymous org> wrote:
> >> Am 22.09.2016 um 17:29 schrieb LanuHum:
> >>
> >>> We will need the sample files from all types of objects that can be created on
> >>> Bishop export. All modifiers, media{}, photons{}, interior{} and so on.
> >>> We need to learn how to Bishop writes the text: where to put spaces and line
> >>> transfers.
> >>
> >> Uh... no, actually you need to generally learn the intricate details of
> >> POV-Ray's scene description language. Because you certainly don't want
> >> to limit your importer to POV files created by Bishop3D.
> >>
> >> Oh, the fun you'll have! ;)
> >
> > I see.
> > The problem of parsing the scene that you allow the user to wear underpants on
> > his head. :))))))))))))
>
> Some users do not have underpants to wear. ;)
> Some only want to point and click.
>
> That is who mostly use modellers.
>
If you are working only with the mouse, the program creates the standard file in
a style that is easy to handle.
#declare CoPigment = pigment{granite color_map{...}}
#declare CoNormal = normal{granite 1 normal_map{...}}
#declare CoFinish = finish{brilliance 2 ...}
#declare Concrete = texture{pigment{CoPigment}normal{CoNormal}finish{CoFinish}}
#declare Spheroid = sphere{0,1 texture{Concrete}}
object {Spheroid}
This order and the well-read
>
> > Your SDL encourages mess.
> > But nor is it terrible. There is no desire to write when no one needs.
> > ...pov file can be easily read using python, but it will take a lot of work
> >
>
> It is a template, yes?
> It is not for me to criticise what I cannot do myself.
>
If the user writes himself, he does so:
sphere {0,
1 texture{pigment{granite
color_map{...}}normal{granite 1
normal_map{...}}finish{
brilliance 2
......}
}
}
Then the user writes here:
Lanuhum!Your importer does not work!
Povray does not find an error!!!
:)))))))
To read such a mess with no errors in the Povray written source code parser
almost the size of one megabyte!!!!!!!
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On 9/22/2016 8:00 PM, LanuHum wrote:
> Stephen <mca### [at] aol com> wrote:
>> On 9/22/2016 6:54 PM, LanuHum wrote:
>>> clipka <ano### [at] anonymous org> wrote:
>>>> Am 22.09.2016 um 17:29 schrieb LanuHum:
I am not comfortable hijacking this thread. It is bad manners to the
original poster and it deserves a thread of its own.
I am not comfortable discussing it in this detail when I am not part of
your group. No one wants an outside busybody telling them what to do.
And as they say in the SAP world. If there is only one way to do it.
Then you are doing it wrong.
--
Regards
Stephen
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On 9/20/2016 10:13 PM, lelama wrote:
> Hi,
> I am looking for an interactive viewer "a la Blender".
>
> Something very simple...
24 posts later. I wish I had just said. No I don't think there is.
Because I have not heard of any and I am looking for one too, Windoze
though.
--
Regards
Stephen
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"Mr" <nomail@nomail> wrote:
>
> POV importer is new. could you share the pov file for some bug fixing attempt?
I have tested several more examples today. Unfortunatly, none of them worked.
Sometimes I see something, but this is very different from the povray render.
Here is one simple example below. A few tubes with bearings.
I see one tube, but without colors and without bearings.
#include "colors.inc"
#include "metals.inc"
background {Blue}
camera { perspective
location <0.0,-4.0,2.0> right <-1500.0,-0.0,-0.0> up <0.0,800.0,0.0> angle
9.16476547932 sky <0.0,0.0,1.0> look_at <0.0,0.0,0.076> }
light_source {<0.0,-4.0,12.0> color White }
//Unnamed Object
cylinder{<0.0,0.0,0.0>,<0.0,0.0,0.1>,0.0125 material{texture{ pigment {color
Red} finish{metallic phong 1} }}
matrix <1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0>}
union {difference {
//Unnamed Object
cylinder{<0.0,0.0,0.0>,<0.0,0.0,0.01>,0.0135 material{texture{ pigment {color
Silver} finish{metallic phong 1} }}
matrix <1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 ,
0.071>}
//Unnamed Object
quadric{<1.0,1.0,0.0>,<0.0,0.0,0.0>,<0.0,0.0,0.0>,-0.00015625matrix <1.0 , 0.0 ,
0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.071>} } difference {
//Unnamed Object
cylinder{<0.0,0.0,0.0>,<0.0,0.0,0.01>,0.0215 material{texture{ pigment {color
Green} finish{metallic phong 1} }}
matrix <1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 ,
0.071>}
//Unnamed Object
quadric{<1.0,1.0,0.0>,<0.0,0.0,0.0>,<0.0,0.0,0.0>,-0.00018225matrix <1.0 , 0.0 ,
0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.071>} } }
union {difference {
//Unnamed Object
cylinder{<0.0,0.0,0.0>,<0.0,0.0,0.01>,0.0135 material{texture{ pigment {color
Silver} finish{metallic phong 1} }}
matrix <1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 ,
0.02>}
//Unnamed Object
quadric{<1.0,1.0,0.0>,<0.0,0.0,0.0>,<0.0,0.0,0.0>,-0.00015625matrix <1.0 , 0.0 ,
0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.02>} } difference {
//Unnamed Object
cylinder{<0.0,0.0,0.0>,<0.0,0.0,0.01>,0.0215 material{texture{ pigment {color
Green} finish{metallic phong 1} }}
matrix <1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 ,
0.02>}
//Unnamed Object
quadric{<1.0,1.0,0.0>,<0.0,0.0,0.0>,<0.0,0.0,0.0>,-0.00018225matrix <1.0 , 0.0 ,
0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.02>} } }
//Unnamed Object
cylinder{<0.0,0.0,0.0>,<0.0,0.0,0.06>,0.023 material{texture{ pigment {color
Bronze} finish{metallic phong 1} }}
matrix <1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.052 , 0.0 ,
0.03>}
//Unnamed Object
cylinder{<0.0,0.0,0.0>,<0.0,0.0,0.06>,0.023 material{texture{ pigment {color
Bronze} finish{metallic phong 1} }}
matrix <1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.152 , 0.0 ,
0.03>}
union {difference {
//Unnamed Object
cylinder{<0.0,0.0,0.0>,<0.0,0.0,0.01>,0.0135 material{texture{ pigment {color
Silver} finish{metallic phong 1} }}
matrix <1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.152 , 0.0 ,
0.08>}
//Unnamed Object
quadric{<1.0,1.0,0.0>,<0.0,0.0,0.0>,<0.0,0.0,0.0>,-0.00015625matrix <1.0 , 0.0 ,
0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.152 , 0.0 , 0.08>} } difference {
//Unnamed Object
cylinder{<0.0,0.0,0.0>,<0.0,0.0,0.01>,0.0215 material{texture{ pigment {color
Green} finish{metallic phong 1} }}
matrix <1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.152 , 0.0 ,
0.08>}
//Unnamed Object
quadric{<1.0,1.0,0.0>,<0.0,0.0,0.0>,<0.0,0.0,0.0>,-0.00018225matrix <1.0 , 0.0 ,
0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.152 , 0.0 , 0.08>} } }
//Unnamed Object
cylinder{<0.0,0.0,0.0>,<0.0,0.0,0.1>,0.0125 material{texture{ pigment {color
Red} finish{metallic phong 1} }}
matrix <1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.152 , 0.0 ,
0.009>}
union {difference {
//Unnamed Object
cylinder{<0.0,0.0,0.0>,<0.0,0.0,0.01>,0.0135 material{texture{ pigment {color
Silver} finish{metallic phong 1} }}
matrix <1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.152 , 0.0 ,
0.029>}
//Unnamed Object
quadric{<1.0,1.0,0.0>,<0.0,0.0,0.0>,<0.0,0.0,0.0>,-0.00015625matrix <1.0 , 0.0 ,
0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.152 , 0.0 , 0.029>} } difference {
//Unnamed Object
cylinder{<0.0,0.0,0.0>,<0.0,0.0,0.01>,0.0215 material{texture{ pigment {color
Green} finish{metallic phong 1} }}
matrix <1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.152 , 0.0 ,
0.029>}
//Unnamed Object
quadric{<1.0,1.0,0.0>,<0.0,0.0,0.0>,<0.0,0.0,0.0>,-0.00018225matrix <1.0 , 0.0 ,
0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.152 , 0.0 , 0.029>} } }
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Probably we need to code one. It is probably not too difficult if we want only a
viewer (without modeling).
We could have a simple window with a display of the .png image and a few
buttons, to zoom, rotate around the object...When the user presses one button,
for instance a zoom, a line is added at the end of the .pov file to update the
camera, a command is sent to povray so that the .png file is recomputed,
then the .png would be redisplayed.
With python, for instance written in pygtk, this would work both for Linux and
Windows :-)
Laurent.
Stephen <mca### [at] aol com> wrote:
> On 9/20/2016 10:13 PM, lelama wrote:
> > Hi,
> > I am looking for an interactive viewer "a la Blender".
> >
> > Something very simple...
>
> 24 posts later. I wish I had just said. No I don't think there is.
> Because I have not heard of any and I am looking for one too, Windoze
> though.
>
>
>
> --
>
> Regards
> Stephen
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On 9/22/2016 10:51 PM, lelama wrote:
> Probably we need to code one. It is probably not too difficult if we want only a
> viewer (without modeling).
>
> We could have a simple window with a display of the .png image and a few
> buttons, to zoom, rotate around the object...When the user presses one button,
> for instance a zoom, a line is added at the end of the .pov file to update the
> camera, a command is sent to povray so that the .png file is recomputed,
> then the .png would be redisplayed.
>
> With python, for instance written in pygtk, this would work both for Linux and
> Windows :-)
>
> Laurent.
>
Good luck with it. If you manage to either find one or manage to code
one. Let us know. It would be useful.
--
Regards
Stephen
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>
> Good luck with it. If you manage to either find one or manage to code
> one. Let us know. It would be useful.
>
> --
OK. I have played a little bit to see if this is doable and I have a working
"Zoom button". It is not as dynamic as I wanted : it takes 2 seconds even with
medium quality to change the view. But this is nevertheless faster than
changing the code, recompiling, redisplaying the image... If I am not
too lazy, I will go on and add a few other buttons to play with the camera view
;-)
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> Good luck with it. If you manage to either find one or manage to code
> one. Let us know. It would be useful.
>
> --
>
> Regards
> Stephen
Hi Stephen, this is done. You can now inspect any pov file with a graphical
interface to move the camera around, zoom, turn you head on the right ...
See the appearance ( not perfect) of graphical interface here:
http://math.univ-angers.fr/~evain/_images/viewer.png
You can inspect any pov file, even if it is not modelled with pycao. Just adjust
the camera.file variable to the file you want to visit. But you
have to install the pycao modeller to use the viewer.
Laurent.
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On 10/3/2016 3:54 PM, lelama wrote:
>
>> Good luck with it. If you manage to either find one or manage to code
>> one. Let us know. It would be useful.
>>
>> --
>>
>> Regards
>> Stephen
>
>
> Hi Stephen, this is done. You can now inspect any pov file with a graphical
> interface to move the camera around, zoom, turn you head on the right ...
>
> See the appearance ( not perfect) of graphical interface here:
> http://math.univ-angers.fr/~evain/_images/viewer.png
>
> You can inspect any pov file, even if it is not modelled with pycao. Just adjust
> the camera.file variable to the file you want to visit. But you
> have to install the pycao modeller to use the viewer.
>
> Laurent.
That looks good.
Let me know if you want it Beta tested. ;-)
--
Regards
Stephen
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Sure Stephen, I will be happy if you try and test it. Bug reports, but also
comments and proposals for amelioration are welcome.
Just one thing, I have not tested it with windows. If little changes are
required, I am ready to incorporate them so that it works for you on windows.
But you will have to help me on this point ( I have no windows machine neither
at work or at home ).
Laurent.
Stephen <mca### [at] aol com> wrote:
> On 10/3/2016 3:54 PM, lelama wrote:
> >
> >> Good luck with it. If you manage to either find one or manage to code
> >> one. Let us know. It would be useful.
> >>
> >> --
> >>
> >> Regards
> >> Stephen
> >
> >
> > Hi Stephen, this is done. You can now inspect any pov file with a graphical
> > interface to move the camera around, zoom, turn you head on the right ...
> >
> > See the appearance ( not perfect) of graphical interface here:
> > http://math.univ-angers.fr/~evain/_images/viewer.png
> >
> > You can inspect any pov file, even if it is not modelled with pycao. Just adjust
> > the camera.file variable to the file you want to visit. But you
> > have to install the pycao modeller to use the viewer.
> >
> > Laurent.
>
> That looks good.
> Let me know if you want it Beta tested. ;-)
>
>
> --
>
> Regards
> Stephen
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On 10/4/2016 1:29 PM, lelama wrote:
>
> Sure Stephen, I will be happy if you try and test it. Bug reports, but also
> comments and proposals for amelioration are welcome.
>
> Just one thing, I have not tested it with windows. If little changes are
> required, I am ready to incorporate them so that it works for you on windows.
> But you will have to help me on this point ( I have no windows machine neither
> at work or at home ).
>
> Laurent.
>
>
If you can compile it for Windoze I would be willing and happy to test
it. I can't help with that but I am good at breaking things. ;)
>
>
>
> Stephen <mca### [at] aol com> wrote:
>> On 10/3/2016 3:54 PM, lelama wrote:
>>>
>>>> Good luck with it. If you manage to either find one or manage to code
>>>> one. Let us know. It would be useful.
>>>>
>>>> --
>>>>
>>>> Regards
>>>> Stephen
>>>
>>>
>>> Hi Stephen, this is done. You can now inspect any pov file with a graphical
>>> interface to move the camera around, zoom, turn you head on the right ...
>>>
>>> See the appearance ( not perfect) of graphical interface here:
>>> http://math.univ-angers.fr/~evain/_images/viewer.png
>>>
>>> You can inspect any pov file, even if it is not modelled with pycao. Just adjust
>>> the camera.file variable to the file you want to visit. But you
>>> have to install the pycao modeller to use the viewer.
>>>
>>> Laurent.
>>
>> That looks good.
>> Let me know if you want it Beta tested. ;-)
>>
>>
>> --
>>
>> Regards
>> Stephen
>
>
>
>
--
Regards
Stephen
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>
> If you can compile it for Windoze I would be willing and happy to test
> it. I can't help with that but I am good at breaking things. ;)
>
This is Python code, so there is nothing to compile. The only requirement is to
install the required python modules used, as indicated in the doc.
Python is os independent, so it could work. But maybe I have not been careful
and I called some Linux specific command at some places. This should require
only very minor adjustments I guess. But I admit I have no real experience on
this problematic and I shouldn't count my chickens before they’re hatched.
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On 10/4/2016 9:09 PM, lelama wrote:
>
>>
>> If you can compile it for Windoze I would be willing and happy to test
>> it. I can't help with that but I am good at breaking things. ;)
>>
>
> This is Python code, so there is nothing to compile. The only requirement is to
> install the required python modules used, as indicated in the doc.
>
> Python is os independent, so it could work. But maybe I have not been careful
> and I called some Linux specific command at some places. This should require
> only very minor adjustments I guess. But I admit I have no real experience on
> this problematic and I shouldn't count my chickens before they’re hatched.
>
>
Okay, I use Blender and Poser so there is a good chance I will be able
to run it on my machine.
--
Regards
Stephen
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