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22 Dec 2024 06:25:26 EST (-0500)
  Looking for a interactive viewer (Message 11 to 20 of 35)  
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From: Mr
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 08:20:00
Message: <web.57e3cb884ca2376716086ed00@news.povray.org>
Stephen <mca### [at] aolcom> 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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From: Stephen
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 09:15:49
Message: <57e3d985$1@news.povray.org>
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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From: clipka
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 11:05:17
Message: <57e3f32d$1@news.povray.org>
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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From: LanuHum
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 11:30:00
Message: <web.57e3f8c34ca237677a3e03fe0@news.povray.org>
Stephen <mca### [at] aolcom> 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] aolcom> 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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From: Stephen
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 12:56:56
Message: <57e40d58@news.povray.org>
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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From: clipka
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 13:05:51
Message: <57e40f6f$1@news.povray.org>
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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From: LanuHum
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 13:20:00
Message: <web.57e412344ca237677a3e03fe0@news.povray.org>
Stephen <mca### [at] aolcom> 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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From: Stephen
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 13:52:50
Message: <57e41a72$1@news.povray.org>
On 9/22/2016 6:17 PM, LanuHum wrote:
> Stephen <mca### [at] aolcom> 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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From: Stephen
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 13:54:51
Message: <57e41aeb@news.povray.org>
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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From: LanuHum
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 13:55:00
Message: <web.57e41ac44ca237677a3e03fe0@news.povray.org>
clipka <ano### [at] anonymousorg> 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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