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28 Mar 2024 13:57:06 EDT (-0400)
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From: Stephen
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 14:18:04
Message: <57e4205c@news.povray.org>
On 9/22/2016 6:54 PM, LanuHum wrote:
> 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. :))))))))))))

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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From: LanuHum
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 14:25:00
Message: <web.57e421434ca237677a3e03fe0@news.povray.org>
Stephen <mca### [at] aolcom> 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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From: LanuHum
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 15:05:00
Message: <web.57e42a694ca237677a3e03fe0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 9/22/2016 6:54 PM, LanuHum wrote:
> > 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. :))))))))))))
>
> 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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From: Stephen
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 16:19:26
Message: <57e43cce$1@news.povray.org>
On 9/22/2016 8:00 PM, LanuHum wrote:
> Stephen <mca### [at] aolcom> wrote:
>> On 9/22/2016 6:54 PM, LanuHum wrote:
>>> clipka <ano### [at] anonymousorg> 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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From: Stephen
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 16:30:18
Message: <57e43f5a$1@news.povray.org>
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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From: lelama
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 17:40:00
Message: <web.57e44f094ca237677a63dc9f0@news.povray.org>
"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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From: lelama
Subject: Re: Looking for a interactive viewer
Date: 22 Sep 2016 17:55:01
Message: <web.57e452544ca237677a63dc9f0@news.povray.org>
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] aolcom> 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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From: Stephen
Subject: Re: Looking for a interactive viewer
Date: 25 Sep 2016 07:34:52
Message: <57e7b65c@news.povray.org>
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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From: lelama
Subject: Re: Looking for a interactive viewer
Date: 26 Sep 2016 08:25:01
Message: <web.57e911c74ca2376721263ef70@news.povray.org>
>
> 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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From: lelama
Subject: Re: Looking for a interactive viewer
Date: 3 Oct 2016 11:00:01
Message: <web.57f2705b4ca2376721263ef70@news.povray.org>
> 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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