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Revision 1.2 by greg, Wed Mar 12 17:26:58 2003 UTC vs.
Revision 1.12 by greg, Fri Jan 24 01:26:44 2014 UTC

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1 < .\" RCSid "$Id"
1 > .\" RCSid "$Id$"
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 matfile"
9 + ][
10 + .B "\-l matlib"
11 + ][
12   .B "\-n objlim"
13   ][
14   .B "\-r maxres"
# Line 25 | Line 29 | reads a Wavefront .OBJ file from
29   which is sent to
30   .I output.rtm
31   (or standard output).
32 + Any RADIANCE material descriptions included via one or more
33 + .I \-a
34 + options will be compiled and stored in the mesh as well.
35 + If the
36 + .I \-l
37 + option is used to specify a material file, the RADIANCE library
38 + locations are searched.
39   This mesh may be included in a RADIANCE scene description via the
40   .I mesh
41   primitive, thus:
# Line 39 | Line 50 | mod mesh id
50   .PP
51   The syntax and semantics are identical to the RADIANCE
52   .I instance
53 < primitive, except that the mesh modifier may not be "void", since
54 < materials are not included in a compiled mesh file.
53 > primitive.
54 > If
55 > .I mod
56 > is "void", then the stored mesh materials will be applied during rendering.
57 > Otherwise, the given material will be substituted on
58 > all the mesh surfaces.
59   .PP
60   The
61   .I \-n
62   option specifies the maximum surface set size for
63   each voxel.
64 < Larger numbers result in quicker mesh generation needing
65 < less memory, but potentially slower rendering.
51 < Smaller values may produce faster renderings,
52 < since the default number (15) is on the high side to reduce
53 < the compiled mesh octree size.
64 > Larger numbers result in quicker mesh generation,
65 > but potentially slower rendering.
66   Values below 6 are not recommended, since this is the median
67   valence for a mesh vertex (the number of adjacent faces),
68   and smaller values will result in pointless octree subdivision.
69 + The default setting is 9.
70   .PP
71   The
72   .I \-r
# Line 87 | Line 100 | direction components, which will be normalized by
100   .I obj2mesh.
101   Normals will be interpolated over the mesh
102   during rendering to produce a smooth surface.
103 < If no vertex normals are present, the mess will appear tesselated.
103 > If no vertex normals are present, the mesh will appear tesselated.
104   A zero length normal (i.e., 0 0 0) will generate a syntax error.
105   .TP
106   .BI vt " u v"
# Line 96 | Line 109 | These coordinates will be interpolated and passed
109   to the "Lu" and "Lv" variables during rendering.
110   Local coordinates can extend over any desired range of values.
111   .TP
112 + .BI usemtl " mname"
113 + A material name.
114 + The following faces will use the named material, which is
115 + taken from the material definitions in the
116 + .I \-a
117 + input file(s).
118 + .TP
119 + .BI g " gname"
120 + Group association.
121 + The following faces are associated with the named group.
122 + If no "usemtl" statement has been
123 + encountered, the current group is used for the surface material
124 + identifier.
125 + .TP
126   .BI f " v1/t1/n1 v2/t2/n2 v3/t3/n3" " .."
127   A polygonal face.
128   Polygon vertices are specified as three indices separated
# Line 109 | Line 136 | where the first vertex position (
136   statement) is numbered 1, and likewise
137   for the first texture coordinate and the first surface normal.
138   Negative indices count backward from the current position in
139 < the input, where -1 is the last vertex encountered, -2
139 > the input, where \-1 is the last vertex encountered, \-2
140   is the one before that, etc.
141   An index of 0 may be used for the vertex texture or normal to
142   indicate none, or these may be left off entirely.
143   All faces will be broken into triangles in the final mesh.
117 .I Obj2mesh
118 currently makes an unsafe assumption that faces are convex,
119 which may result in odd results if they are not.
144   .PP
145   All other statement types will be ignored on the input.
146   Statements understood by
# Line 153 | Line 177 | those causing the problem.
177   .IP "Hash table overflow in fullnode"
178   This error is caused by too many surfaces, and there is
179   little hope of compiling this mesh.
180 < .SH EXAMPLE
181 < To create a compiled triangle mesh from the scene file mesh.obj:
180 > .SH EXAMPLES
181 > To create a compiled triangle mesh from the scene file mesh.obj
182 > using materials from the file mesh.mat:
183   .IP "" .2i
184 < oconv mesh.obj mesh.rtm
184 > obj2mesh \-a mesh.mat mesh.obj mesh.rtm
185 > .PP
186 > To use local coordinates to place a square tiled image on a mesh object:
187 > .sp
188 > .nf
189 > void colorpict tiled_pat
190 > 7 red green blue mytile.hdr . frac(Lu) frac(Lv)
191 > 0
192 > 0
193 >
194 > tiled_pat plastic tiled_mat
195 > 0
196 > 0
197 > 5 .9 .9 .9 0 0
198 >
199 > tiled_mat mesh tiled_mesh
200 > 1 mymesh.rtm
201 > 0
202 > 0
203 > .fi
204 > .SH ENVIRONMENT
205 > RAYPATH         the directories to search for material files.
206   .SH AUTHOR
207   Greg Ward
208   .SH "SEE ALSO"
209   gensurf(1), getinfo(1), make(1), obj2rad(1),
210 < oconv(1), rpict(1), rview(1), rtrace(1), xform(1)
210 > oconv(1), rpict(1), rvu(1), rtrace(1), xform(1)

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