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Ok I reformulate,
practically, how one can use uv_mapping with mesh/mesh2?
> This usually is not made by hand but with a modeller program.
There is a modeller which do this?
Fabian.
>
> Fabian BRAU <Fab### [at] umh ac be> wrote:
> : I don't how you can give u and v values information with mesh
> : syntax? But one says that uv_maping work with mesh! So...
>
> Of course it works, but it can't read your mind to see what is what you
> want. You have to tell it that "for this vertex, take the texture from these
> texture coordinates" and this for all vertices of the mesh.
> This usually is not made by hand but with a modeller program.
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Fabian BRAU wrote:
>
> Ok I reformulate,
>
> practically, how one can use uv_mapping with mesh/mesh2?
>
> > This usually is not made by hand but with a modeller program.
>
> There is a modeller which do this?
>
Yes, I guess that many modellers do this. I use Rhino (
http://www.rhino3d.com ), export from it to 3DS format and convert with
3ds2pov to pov-ray mesh. Only drawback is that it costs $800 ($195 for
students). (Trial version with 25 saves is free for download)
Perhaps mr. "Linkmaster" Ken has links to other modellers, with which
uv-mapped objects could be created (truespace is one, that I know,
versions 1 and 2 could be downloaded from some magasine site free, IIRC,
but I'm not sure, whether with these versions it is possible, I have
version 4.3 and it is possible to use uv-mapping from it in POV).
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I have truespace 2, I will have a look!
Fabian.
>
> Fabian BRAU wrote:
> >
> > Ok I reformulate,
> >
> > practically, how one can use uv_mapping with mesh/mesh2?
> >
> > > This usually is not made by hand but with a modeller program.
> >
> > There is a modeller which do this?
> >
> Yes, I guess that many modellers do this. I use Rhino (
> http://www.rhino3d.com ), export from it to 3DS format and convert with
> 3ds2pov to pov-ray mesh. Only drawback is that it costs $800 ($195 for
> students). (Trial version with 25 saves is free for download)
>
> Perhaps mr. "Linkmaster" Ken has links to other modellers, with which
> uv-mapped objects could be created (truespace is one, that I know,
> versions 1 and 2 could be downloaded from some magasine site free, IIRC,
> but I'm not sure, whether with these versions it is possible, I have
> version 4.3 and it is possible to use uv-mapping from it in POV).
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Fabian BRAU <Fab### [at] umh ac be> wrote...
> Hello All,
>
> I have some trouble with UV_mapping and Mesh/Mesh2. All is ok with
> bicubic patch but with mesh, I cannot get the whole texture on the
> object even if I scale down??
> The code can be found at pov.bin.scene-file and the image at
> pov.bin.images. The code is long but you just need to look the lest
> lines of code.
Looks like this has been answered, but I'll say something anyways.
As mentioned before, the UV (also known surface texture coordinate)
information needs to be specified in mesh2 before it can be used. Most
modelers that support 3ds export should include uv vector information, which
can then be converted to mesh2 using Thomas Baier's 3ds2pov.
-Nathan
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Ok Thanks Nathan et all others :),
I have learnt something :).
Fabian.
>
> Fabian BRAU <Fab### [at] umh ac be> wrote...
> > Hello All,
> >
> > I have some trouble with UV_mapping and Mesh/Mesh2. All is ok with
> > bicubic patch but with mesh, I cannot get the whole texture on the
> > object even if I scale down??
> > The code can be found at pov.bin.scene-file and the image at
> > pov.bin.images. The code is long but you just need to look the lest
> > lines of code.
>
> Looks like this has been answered, but I'll say something anyways.
>
> As mentioned before, the UV (also known surface texture coordinate)
> information needs to be specified in mesh2 before it can be used. Most
> modelers that support 3ds export should include uv vector information, which
> can then be converted to mesh2 using Thomas Baier's 3ds2pov.
>
> -Nathan
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To uv-map an object that doesn't have uv-mapping info, you need a tool that lets
you create a map. There are several of them, but the most popular is Steve Cox's
UVMapper, which can be found here :
http://home.pb.net/~stevecox/
Here the procedure.
1. convert the object to obj format (Crossroads)
2. create the map (UV mapper). You have several mapping possibilities.
3. save the obj in UVmapper to create the uv info
4. paint the map in your favorite painting tool
5. convert the obj to 3ds (3DS2Pov)
6. convert 3ds to pov mesh2
7. add the "#version unofficial Megapov 0.4;" statement at the top of the inc file
8. run Megapov
G.
Fabian BRAU wrote:
> Ok Thanks Nathan et all others :),
>
> I have learnt something :).
>
> Fabian.
>
> >
> > Fabian BRAU <Fab### [at] umh ac be> wrote...
> > > Hello All,
> > >
> > > I have some trouble with UV_mapping and Mesh/Mesh2. All is ok with
> > > bicubic patch but with mesh, I cannot get the whole texture on the
> > > object even if I scale down??
> > > The code can be found at pov.bin.scene-file and the image at
> > > pov.bin.images. The code is long but you just need to look the lest
> > > lines of code.
> >
> > Looks like this has been answered, but I'll say something anyways.
> >
> > As mentioned before, the UV (also known surface texture coordinate)
> > information needs to be specified in mesh2 before it can be used. Most
> > modelers that support 3ds export should include uv vector information, which
> > can then be converted to mesh2 using Thomas Baier's 3ds2pov.
> >
> > -Nathan
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Thanks Gille,
I will try this :).
Fabian.
>
> To uv-map an object that doesn't have uv-mapping info, you need a tool that lets
> you create a map. There are several of them, but the most popular is Steve Cox's
> UVMapper, which can be found here :
> http://home.pb.net/~stevecox/
>
> Here the procedure.
> 1. convert the object to obj format (Crossroads)
> 2. create the map (UV mapper). You have several mapping possibilities.
> 3. save the obj in UVmapper to create the uv info
> 4. paint the map in your favorite painting tool
> 5. convert the obj to 3ds (3DS2Pov)
> 6. convert 3ds to pov mesh2
> 7. add the "#version unofficial Megapov 0.4;" statement at the top of the inc file
>
> 8. run Megapov
>
> G.
>
> Fabian BRAU wrote:
>
> > Ok Thanks Nathan et all others :),
> >
> > I have learnt something :).
> >
> > Fabian.
> >
> > >
> > > Fabian BRAU <Fab### [at] umh ac be> wrote...
> > > > Hello All,
> > > >
> > > > I have some trouble with UV_mapping and Mesh/Mesh2. All is ok with
> > > > bicubic patch but with mesh, I cannot get the whole texture on the
> > > > object even if I scale down??
> > > > The code can be found at pov.bin.scene-file and the image at
> > > > pov.bin.images. The code is long but you just need to look the lest
> > > > lines of code.
> > >
> > > Looks like this has been answered, but I'll say something anyways.
> > >
> > > As mentioned before, the UV (also known surface texture coordinate)
> > > information needs to be specified in mesh2 before it can be used. Most
> > > modelers that support 3ds export should include uv vector information, which
> > > can then be converted to mesh2 using Thomas Baier's 3ds2pov.
> > >
> > > -Nathan
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Fabian BRAU wrote:
> > 5. convert the obj to 3ds (3DS2Pov)
> > 6. convert 3ds to pov mesh2
Oops this should read :
5. convert the obj to 3ds (3DWin, 3dto3d (I use Poser for this !)
6. convert 3ds to pov mesh2 (3DS2Pov)
G.
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Gilles Tran <tra### [at] inapg inra fr> wrote:
: 6. convert 3ds to pov mesh2 (3DS2Pov)
Where can I download this program?
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Warp wrote:
> Gilles Tran <tra### [at] inapg inra fr> wrote:
> : 6. convert 3ds to pov mesh2 (3DS2Pov)
>
> Where can I download this program?
>
Here :
http://www.stmuc.com/thbaier/tools.html
G.
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