r1399 - broke POV-ray export

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r1399 - broke POV-ray export

Postby HaakonME » Fri Sep 24, 2010 5:46 pm

Hello, thank you for trying to fix the diamonds around the head upon export to POV-Ray mesh. Unfortunately, r1399 broke something, and POV-Ray is unable to render. Could the missing obj be the problem? Should it read obj.faces?

- outputFileDescriptor.write('#declare MakeHuman_UVArray = array[%s]
{\n ' % (len(obj.faces) * 3))
- for f in obj.faces:
+ outputFileDescriptor.write('#declare MakeHuman_UVArray = array[%s]
{\n ' % (len(faces) * 3))

See http://groups.google.com/group/makehuma ... c3a7681eac

Cheers,
Haakon
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Re: r1399 - broke POV-ray export

Postby mflerackers » Sat Sep 25, 2010 1:18 am

What exactly is borken and doesn't work? Does the export crash, or is there something wrong in the exported model?
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Re: r1399 - broke POV-ray export

Postby HaakonME » Sat Sep 25, 2010 6:38 am

Sorry, there is something wrong with the exported model. I issued this command from the command line

povray +Imakehuman.pov +Omakehumanr1399.png

and after about 11 seconds and a lot of mesh data flying by POV-Ray complains

<82920,82921,82922><
Parse Error: Mesh UV index out of range.

I issued the command a couple of times and the numbers are the same each time.
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Re: r1399 - broke POV-ray export

Postby mflerackers » Sat Sep 25, 2010 11:17 am

Should be fixed, I hope.
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Re: r1404 - fixed POV-ray export

Postby HaakonME » Sat Sep 25, 2010 4:40 pm

Thanks! r1404 fixed problem introduced in r1399.

Added a quick render to show the result. The diamonds are gone! :D

I originally used Gwenview to save texture.tif as texture.png, but the alpha channel was lost for some reason. This time I've used GIMP to convert texture.tif to texture.png - making sure to keep the alpha channel.

With the alpha channel in place the eyebrows look "as intended". Sorry, they look like pieces of rug clued on in close-up images, but they do okay from some distance.

There are a few triangles of a different colour on the head. Are these coloured differently due to a problem with the texture or with the mesh?

Lastly, if you have a look at the head image I provided, you will notice quite pronounced jagged edges across the scalp. These will not matter once hair is added, and I assume that's the reason for fewer mesh points on the scalp. However, if it is possible to have a few more points I would be very happy. If you have some other suggestion that works, please let me know. :-)

Cheers,
Haakon
Attachments
makehuman1404_head.png
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Re: r1399 - broke POV-ray export

Postby mflerackers » Wed Feb 02, 2011 2:52 pm

The png is actually in svn, but not copied for povray like it is done for obj, Ill add that.
Didn't notice the colored spots, but I only fixed the most important issues, didn't really look at the final render.
The jagged edges should be gone once we add subdivision.
There are probably lots of material, reder settings improvements, possible, but the povray export is without real maintainer at the moment.
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