POV-Ray : Newsgroups : povray.binaries.programming : My idea: Developers need tips! Help me, please! : Re: My idea: Developers need tips! Help me, please! Server Time
20 Apr 2024 12:08:17 EDT (-0400)
  Re: My idea: Developers need tips! Help me, please!  
From: LanuHum
Date: 4 Nov 2016 15:15:00
Message: <web.581cdd9b397eea9f7a3e03fe0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 04.11.2016 um 14:54 schrieb LanuHum:
> > clipka <ano### [at] anonymousorg> wrote:
> >> Am 04.11.2016 um 12:59 schrieb LanuHum:
> >>
> >>> At textures no name. How to initialize?
> >>
> >> I'm not sure what you mean.
> >>
> >> POV-Ray's render engine does not use any names -- neither for objects
> >> nor for textures. That's just a thing used in the parser to make life
> >> easier for users.
> >
> >
> > File Scene.pov:
> >
> > #declare Tex0 = texture {...}
> > #declare Tex1 = texture {...}
> > #declare Tex2 = texture {...}
> > #declare Tex3 = texture {...}
> >
> > #declare Foo = blender_object { "foo" }
>
> Well, wouldn't the Blender object named "foo" also include references to
> the textures as they are defined in Blender?

Yes. I load objects to the parser.
Or should I convey texture code. I want to pass only the geometry.

>
> If not, then you'll of course have to design the syntax of
> "blender_object" in such a manner that you can list the POV-Ray textures
> that the Blender object is supposed to use, maybe like so:
>
>     blender_object {
>       STRING
>       texture_list {
>         texture { Tex0 },
>         texture { Tex1 },
>         texture { Tex2 },
>         texture { Tex3 }
>       }
>     }

I'll break your head about it.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.