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root/radiance/ray/doc/man/man1/obj2mesh.1
Revision: 1.6
Committed: Thu Jan 1 19:31:45 2004 UTC (20 years, 10 months ago) by greg
Branch: MAIN
Changes since 1.5: +2 -2 lines
Log Message:
Renamed rview, lam, calc, and neat to rvu, rlam, icalc, and neaten

File Contents

# Content
1 .\" RCSid "$Id: obj2mesh.1,v 1.5 2003/12/15 17:14:28 greg Exp $"
2 .TH OBJ2MESH 1 03/11/03 RADIANCE
3 .SH NAME
4 obj2mesh - create a compiled RADIANCE mesh file from Wavefront .OBJ input
5 .SH SYNOPSIS
6 .B obj2mesh
7 [
8 .B "\-a matinput"
9 ][
10 .B "\-n objlim"
11 ][
12 .B "\-r maxres"
13 ][
14 .B \-w
15 ]
16 [
17 .B "input.obj"
18 [
19 .B "output.rtm"
20 ]
21 ]
22 .SH DESCRIPTION
23 .I Obj2mesh
24 reads a Wavefront .OBJ file from
25 .I input.obj
26 (or the standard input) and compiles it into a RADIANCE triangle mesh,
27 which is sent to
28 .I output.rtm
29 (or standard output).
30 Any RADIANCE material descriptions included via one or more
31 .I \-a
32 options will be compiled and stored in the mesh as well.
33 This mesh may be included in a RADIANCE scene description via the
34 .I mesh
35 primitive, thus:
36 .IP "" .2i
37 mod mesh id
38 .br
39 1+ output.rtm [xform args]
40 .br
41 0
42 .br
43 0
44 .PP
45 The syntax and semantics are identical to the RADIANCE
46 .I instance
47 primitive.
48 If
49 .I mod
50 is "void", then the stored mesh materials will be applied during rendering.
51 Otherwise, the given material will be substituted on
52 all the mesh surfaces.
53 .PP
54 The
55 .I \-n
56 option specifies the maximum surface set size for
57 each voxel.
58 Larger numbers result in quicker mesh generation needing
59 less memory, but potentially slower rendering.
60 Smaller values may produce faster renderings,
61 since the default number (15) is on the high side to reduce
62 the compiled mesh octree size.
63 Values below 6 are not recommended, since this is the median
64 valence for a mesh vertex (the number of adjacent faces),
65 and smaller values will result in pointless octree subdivision.
66 .PP
67 The
68 .I \-r
69 option specifies the maximum octree resolution.
70 This should be greater than or equal to the ratio of the mesh bounding
71 box to the smallest triangle.
72 The default is 16384.
73 .PP
74 The
75 .I \-w
76 option suppresses warnings.
77 .PP
78 Although the mesh file format is binary, it is meant to be portable
79 between machines.
80 The only limitation is that machines with radically different integer
81 sizes will not work together.
82 .SH DETAILS
83 The following Wavefront statements are understood and compiled by
84 .I obj2mesh.
85 .TP 10n
86 .BI v " x y z"
87 A vertex location, given by its Cartesian coordinates.
88 The final mesh position may of course be modified by
89 the transform arguments given to the
90 .I mesh
91 primitive in the Radiance scene description.
92 .TP
93 .BI vn " dx dy dz"
94 A vertex normal vector, given by its three
95 direction components, which will be normalized by
96 .I obj2mesh.
97 Normals will be interpolated over the mesh
98 during rendering to produce a smooth surface.
99 If no vertex normals are present, the mess will appear tesselated.
100 A zero length normal (i.e., 0 0 0) will generate a syntax error.
101 .TP
102 .BI vt " u v"
103 A local vertex texture coordinate.
104 These coordinates will be interpolated and passed
105 to the "Lu" and "Lv" variables during rendering.
106 Local coordinates can extend over any desired range of values.
107 .TP
108 .BI usemtl " mname"
109 A material name.
110 The following faces will use the named material, which is
111 taken from the material definitions in the
112 .I \-a
113 input file(s).
114 .TP
115 .BI g " gname"
116 Group association.
117 The following faces are associated with the named group.
118 If no "usemtl" statement has been
119 encountered, the current group is used for the surface material
120 identifier.
121 .TP
122 .BI f " v1/t1/n1 v2/t2/n2 v3/t3/n3" " .."
123 A polygonal face.
124 Polygon vertices are specified as three indices separated
125 by slashes ('/').
126 The first index is the vertex location, the
127 second index is the local (u,v) texture coordinate, and the
128 third index is the vertex surface normal.
129 Positive indices count from the beginning of the input,
130 where the first vertex position (
131 .I v
132 statement) is numbered 1, and likewise
133 for the first texture coordinate and the first surface normal.
134 Negative indices count backward from the current position in
135 the input, where -1 is the last vertex encountered, -2
136 is the one before that, etc.
137 An index of 0 may be used for the vertex texture or normal to
138 indicate none, or these may be left off entirely.
139 All faces will be broken into triangles in the final mesh.
140 .I Obj2mesh
141 currently makes an unsafe assumption that faces are convex,
142 which may result in odd results if they are not.
143 .PP
144 All other statement types will be ignored on the input.
145 Statements understood by
146 .I obj2rad(1)
147 will be ignored silently; other statements will generate
148 a warning message after translation to indicate how much was missed.
149 .SH DIAGNOSTICS
150 There are four basic error types reported by obj2mesh:
151 .IP
152 warning - a non-fatal input-related error
153 .IP
154 fatal - an unrecoverable input-related error
155 .IP
156 system - a system-related error
157 .IP
158 internal - a fatal error related to program limitations
159 .IP
160 consistency - a program-caused error
161 .PP
162 Most errors are self-explanatory.
163 However, the following internal errors should be mentioned:
164 .IP "Set overflow in addobject (id)"
165 This error occurs when too many surfaces are close together in a
166 scene.
167 Sometimes a dense mesh can be accommodated by increasing
168 the maximum resolution (by powers of two) using the
169 .I \-r
170 option, but usually this error indicates something is wrong.
171 Either too many surfaces are lying right on top of each other,
172 or the bounding cube is inflated from disparate geometry
173 in the input.
174 Chances are, the face number "id" is near
175 those causing the problem.
176 .IP "Hash table overflow in fullnode"
177 This error is caused by too many surfaces, and there is
178 little hope of compiling this mesh.
179 .SH EXAMPLE
180 To create a compiled triangle mesh from the scene file mesh.obj
181 using materials from the file mesh.mat:
182 .IP "" .2i
183 obj2mesh -a mesh.mat mesh.obj mesh.rtm
184 .SH AUTHOR
185 Greg Ward
186 .SH "SEE ALSO"
187 gensurf(1), getinfo(1), make(1), obj2rad(1),
188 oconv(1), rpict(1), rvu(1), rtrace(1), xform(1)