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On 6/15/2013 10:52 PM, Tim Cook wrote:
> Moray output of a DAZ|Studio figure has 'gamma' and 'srgb' keywords in
> the material file; these aren't kosher for POV 3.5 (which is the latest
> version Moray 3.5 works with). Removing the gamma attributes and
> changing srgb to rgb looks to be sufficient to get it running smoothly.
>
> --
> Tim Cook
> http://empyrean.sjcook.com
>
PoseRay does not really support POV-Ray 3.5 anymore. This leads to a
incomplete support for Moray since that is the version that Moray works
best with. Although I though of removing Moray export, I left it in
because Moray is kept alive by the POV-Ray team and hopefully, some day,
it will be made compatible with the current POV-Ray release.
I believe you can still use PoseRay 3.12 with Moray. PoseRay 3.13 is
definitely not compatible with POV-Ray 3.6 or earlier. It only works
with the current POV-Ray 3.7 release candidate. Not even older release
candidates.
You could convert all materials to POV-Ray materials in PoseRay and
manually remove the gamma and change the srgb keywords. I will look into
having maybe an option for these keywords but I would hate to have
partial support for older POV-Ray versions.
I could upload older versions of PoseRay but these will include old bugs
and missing features.
FlyerX
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On 2013-06-17 15:44, FlyerX wrote:
> You could convert all materials to POV-Ray materials in PoseRay and
> manually remove the gamma and change the srgb keywords. I will look into
> having maybe an option for these keywords but I would hate to have
> partial support for older POV-Ray versions.
Needed to tweak the settings for the eye, looks like specular's done
differently in 3.7? If the only difference preventing straight
functionality for 3.5 is just the gamma and srgb, could maybe have a
single checkbox to not use those? No idea what all other features got
added that 3.5 might complain about, though, and can easily enough tweak
on my own.
Something else that I noticed in the material file, could you set it up
so that if all materials that use a common diffuse map also have
identical finishes, they get a #defined global-finish so it'd be easy
to, say, tweak the finish of a figure's skin all at once?
Further note, not sure if it's relevant with 3.7's subsurface stuff, but
I manually added hollow keywords to each mesh component and changed the
union to a merge to play with subsurface scattering in 3.5...it being a
union gave ugly artifacts where body parts met since they're treated as
separate objects. Is that something relevant to change in PoseRay's
output or no?
At any rate, thank you very much for an indispensable utility!
--
Tim Cook
http://empyrean.sjcook.com
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