POV-Ray : Newsgroups : povray.binaries.images : Matinee : Re: Matinee Server Time
31 Jul 2024 00:29:44 EDT (-0400)
  Re: Matinee  
From: Trevor G Quayle
Date: 24 Mar 2011 21:00:01
Message: <web.4d8be8ccf5e1e8f8b05ef170@news.povray.org>
"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
> "Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
>
> > I accidentally removed the speakers.  I was stripping out repeated elements
> > that I can jus copy in POV for faster loading and I forgot to add the
> > additional speakers back in.
> >
> > -tgq
>
> I hear that! I deleted all the chair cushions and arms first thing (except one,
> of course). Then I UV mapped the cushions and saved out the new master UVd mesh2
> (yay PoseRay) and used a nested loop to repopulate the theater with UVd seats.
> Soooo much faster parsing only a single instance.
>
> Regarding the orginal models - Geez.... I thought those guys were all high-tech
> and high-dollar. Who puts /that/ many copies of an object in a scene like this
> /without/ UV mapping it first?? But maybe that's part of the challenge, eh?
>
> Cheers,
> Rob
> -------------------------------------------------
> www.McGregorFineArt.com

I didn't even bother with uv mapping it, I just use a parallel pattern.  The
front curved rows of seats have been temporarily removed for now as well.

Usually the models made for these challenges are'nt 'POV ready' and take a
little tweaking.  Usually I at least merge and rename where more convenient.  I
actually go through a rather convoluted workflow:  Open in Accutrans3D (3ds or
obj usually), merge/rename/delete layers as need, save as dxf, open in AutoCAD
(the only 3d 'modeller' I have on hand and am very familiar with) manipulate
objects if need (i.e., scale, move, etc., I also double layer any glass element
like car windshields as they usually are modelled as a single plane.  I also use
this model to make any measurements and locations I may need for object
placement or movement), open in 3DWin to weld points and smooth, export to .pov.
 Unfortuneately the POV converter leaves texture refernces in the meshes that I
don't want, so I usually use a text editor to remove any of these.   Not likely
the most efficient workflow, but it's what I've got used to with tools I'm used
to...

I find in general that the 'big boy' type modellers don't think the same way
about objects that us POVers do.  Usually when I don my own modelling, it's all
CSG or procedurally built meshes.  There are a few instances I have used mesh
modellers (TopMod for one).

-tgq


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