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root/radiance/ray/doc/man/man1/obj2mesh.1
Revision: 1.12
Committed: Fri Jan 24 01:26:44 2014 UTC (10 years, 3 months ago) by greg
Branch: MAIN
CVS Tags: rad4R2P2, rad5R0, rad4R2, rad4R2P1
Changes since 1.11: +1 -4 lines
Log Message:
Hopeful fix to triangulation code for obj2mesh with N-sided polygons

File Contents

# Content
1 .\" RCSid "$Id: obj2mesh.1,v 1.11 2008/11/10 19:08:17 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 matfile"
9 ][
10 .B "\-l matlib"
11 ][
12 .B "\-n objlim"
13 ][
14 .B "\-r maxres"
15 ][
16 .B \-w
17 ]
18 [
19 .B "input.obj"
20 [
21 .B "output.rtm"
22 ]
23 ]
24 .SH DESCRIPTION
25 .I Obj2mesh
26 reads a Wavefront .OBJ file from
27 .I input.obj
28 (or the standard input) and compiles it into a RADIANCE triangle mesh,
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:
42 .IP "" .2i
43 mod mesh id
44 .br
45 1+ output.rtm [xform args]
46 .br
47 0
48 .br
49 0
50 .PP
51 The syntax and semantics are identical to the RADIANCE
52 .I instance
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,
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
73 option specifies the maximum octree resolution.
74 This should be greater than or equal to the ratio of the mesh bounding
75 box to the smallest triangle.
76 The default is 16384.
77 .PP
78 The
79 .I \-w
80 option suppresses warnings.
81 .PP
82 Although the mesh file format is binary, it is meant to be portable
83 between machines.
84 The only limitation is that machines with radically different integer
85 sizes will not work together.
86 .SH DETAILS
87 The following Wavefront statements are understood and compiled by
88 .I obj2mesh.
89 .TP 10n
90 .BI v " x y z"
91 A vertex location, given by its Cartesian coordinates.
92 The final mesh position may of course be modified by
93 the transform arguments given to the
94 .I mesh
95 primitive in the Radiance scene description.
96 .TP
97 .BI vn " dx dy dz"
98 A vertex normal vector, given by its three
99 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 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"
107 A local vertex texture coordinate.
108 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
129 by slashes ('/').
130 The first index is the vertex location, the
131 second index is the local (u,v) texture coordinate, and the
132 third index is the vertex surface normal.
133 Positive indices count from the beginning of the input,
134 where the first vertex position (
135 .I v
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
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.
144 .PP
145 All other statement types will be ignored on the input.
146 Statements understood by
147 .I obj2rad(1)
148 will be ignored silently; other statements will generate
149 a warning message after translation to indicate how much was missed.
150 .SH DIAGNOSTICS
151 There are four basic error types reported by obj2mesh:
152 .IP
153 warning - a non-fatal input-related error
154 .IP
155 fatal - an unrecoverable input-related error
156 .IP
157 system - a system-related error
158 .IP
159 internal - a fatal error related to program limitations
160 .IP
161 consistency - a program-caused error
162 .PP
163 Most errors are self-explanatory.
164 However, the following internal errors should be mentioned:
165 .IP "Set overflow in addobject (id)"
166 This error occurs when too many surfaces are close together in a
167 scene.
168 Sometimes a dense mesh can be accommodated by increasing
169 the maximum resolution (by powers of two) using the
170 .I \-r
171 option, but usually this error indicates something is wrong.
172 Either too many surfaces are lying right on top of each other,
173 or the bounding cube is inflated from disparate geometry
174 in the input.
175 Chances are, the face number "id" is near
176 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 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 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), rvu(1), rtrace(1), xform(1)