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.SH SYNOPSIS |
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.B obj2mesh |
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[ |
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.B "\-a matinput" |
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.B "\-a matfile" |
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][ |
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.B "\-l matlib" |
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][ |
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.B "\-n objlim" |
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][ |
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.B "\-r maxres" |
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Any RADIANCE material descriptions included via one or more |
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.I \-a |
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options will be compiled and stored in the mesh as well. |
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If the |
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.I \-l |
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option is used to specify a material file, the RADIANCE library |
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locations are searched. |
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This mesh may be included in a RADIANCE scene description via the |
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.I mesh |
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primitive, thus: |
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.I \-n |
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option specifies the maximum surface set size for |
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each voxel. |
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Larger numbers result in quicker mesh generation needing |
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less memory, but potentially slower rendering. |
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Smaller values may produce faster renderings, |
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since the default number (15) is on the high side to reduce |
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the compiled mesh octree size. |
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Larger numbers result in quicker mesh generation, |
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but potentially slower rendering. |
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Values below 6 are not recommended, since this is the median |
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valence for a mesh vertex (the number of adjacent faces), |
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and smaller values will result in pointless octree subdivision. |
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The default setting is 9. |
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.PP |
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The |
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.I \-r |
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statement) is numbered 1, and likewise |
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for the first texture coordinate and the first surface normal. |
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Negative indices count backward from the current position in |
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the input, where -1 is the last vertex encountered, -2 |
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the input, where \-1 is the last vertex encountered, \-2 |
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is the one before that, etc. |
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An index of 0 may be used for the vertex texture or normal to |
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indicate none, or these may be left off entirely. |
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All faces will be broken into triangles in the final mesh. |
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.I Obj2mesh |
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currently makes an unsafe assumption that faces are convex, |
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which may result in odd results if they are not. |
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.PP |
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All other statement types will be ignored on the input. |
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Statements understood by |
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To create a compiled triangle mesh from the scene file mesh.obj |
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using materials from the file mesh.mat: |
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.IP "" .2i |
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obj2mesh -a mesh.mat mesh.obj mesh.rtm |
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obj2mesh \-a mesh.mat mesh.obj mesh.rtm |
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.PP |
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To use local coordinates to place a square tiled image on a mesh object: |
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.sp |
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.nf |
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void colorpict tiled_pat |
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< |
7 red green blue mytile.pic . frac(Lu) frac(Lv) |
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7 red green blue mytile.hdr . frac(Lu) frac(Lv) |
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0 |
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0 |
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0 |
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0 |
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.fi |
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.SH ENVIRONMENT |
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RAYPATH the directories to search for material files. |
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.SH AUTHOR |
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Greg Ward |
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.SH "SEE ALSO" |