POV-Ray : Newsgroups : povray.tools.poser : Poseray 3.13.22: Problem with POV-Ray material export : Poseray 3.13.22: Problem with POV-Ray material export Server Time
30 Nov 2021 22:13:51 EST (-0500)
  Poseray 3.13.22: Problem with POV-Ray material export  
From: Thomas de Groot
Date: 21 Jul 2014 08:12:59
Message: <53cd03cb$1@news.povray.org>
Something very wrong with exporting to POV-Ray. An object containing 
different image_maps, uv_mapped, and with transparency maps is exported 
with really /basic/ material settings, ignoring the details present in 
the original. Additionally, the transparency maps are /not/ exported. I 
don't konw about normal maps but I advice that should also be investigated.

/Al/l materials of the object have now the following appearance, which 
was not so with earlier versions of Poseray. Examples with first version 
3.13.22, followed by version 3.13.19 which gives the correct build for 
the same material:

//==================================================
#declare ZIS5ligh_=
#declare PR_DIFFUSE=pigment{p_map3}


#declare F1=finish{specular albedo 0.8980392 //Max highlight intensity: 
0 -> 1
                    roughness 0.1706121 //surface roughness: 0.0005 -> 1
                    phong albedo 0 phong_size 0 //Phong specular disabled

                    ambient <0,0,0> emission srgb <0.10,0.10,0.10> 
//ambient RGB color: 0->1 for each component
                    diffuse albedo 0.6
                    reflection{0 } conserve_energy //reflection amount: 
0 -> 1
                    }


#declare T1=texture{
                    pigment{uv_mapping PR_DIFFUSE }
                             finish{F1}
                     }


material{
          texture{/*uv_mapping*/
                  T1
                 }
}

//==================================================
#declare ZIS5ligh_=
#declare PR_DIFFUSE=p_map4;
#declare F1=finish{specular albedo 0.8980392 //Max highlight intensity: 
0 -> 1
                    roughness 0.1706121 //surface roughness: 0.0005 -> 1
                    phong albedo 0 phong_size 0 //Phong specular disabled

                    emission srgb <0.10,0.10,0.10> //ambient RGB color: 
0->1 for each component
                    diffuse albedo 0.6
                    reflection{0 } conserve_energy //reflection amount: 
0 -> 1
                    }
material{
          texture{uv_mapping
                  pigment_pattern{p_map5 translate<0,0,0> scale<1,1,1> 
translate<0,0,0> rotate<0,0,0> translate<0,0,0> }
                  texture_map{
                      [0
                         pigment{color rgbft<0,0,0,1,1>}
                         finish{ambient 0}
                      ]
                      [1
                         pigment{PR_DIFFUSE translate<0,0,0> 
scale<1,1,1> translate<0,0,0> rotate<0,0,0> translate<0,0,0> }
                         finish{F1}
                      ]
                      }}
}
//==================================================

I agree with the suppression of all the redundant transformations but 
more is at issue here!

Thomas


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