[Radiance-general] illuminate a 3ds with radiance
Giulio Antonutto
Giulio.Antonutto at arup.com
Wed Mar 2 16:09:26 CET 2005
There are at least three different approaches:
obj2rad takes into account normals (if your program exports them properly)
unless you use the -f option (flat faces) - generates a RAD file (you can
compile and use instances)
ob2mesh does the trick - generates a MESH file (you need the mesh primitive)
3ds2mgf does the trick - generates a RAD file (you can compile and use
instances)
I always prefer to use 3ds2mgf for quick things, like if I want to render
something with colors and smoothing without bothering about reflectance of
materials
I use obj2rad if I want to edit the material description properly
(for Cinema4d you need to xform the model to change Y and Z and smoothing do
not seem to work, don't know why...
It works well with FormZ though... boh! Mysteries of 3D world)
I use obj2mesh if there are complicate textures to consider.
All of them refer to tmesh.cal and surf.cal into your lib folder.
A quick note: the -s option you recall is used by gensurf to add smoothing
to your procedurally generated surface (not imported form any CAD).
Hope it helps,
giulio
_____
From: radiance-general-bounces at radiance-online.org
[mailto:radiance-general-bounces at radiance-online.org] On Behalf Of Kirk
Thibault
Sent: 02 March 2005 14:13
To: Radiance general discussion
Subject: Re: [Radiance-general] illuminate a 3ds with radiance
On a separate but related note, is there some flag when using obj2rad or
similar transformation which will instruct the renderer to smooth the face
normals for converted mesh objects?
I recall seeing a "-s" option somewhere. The basic idea is, I have this
externally modeled object, i convert it to obj, bring it into RADIANCE using
obj2rad and then xform it into place. During the conversion, the object is
made into a mesh and I would like the mesh to render smooth.
Thanks,
kirk
On Mar 2, 2005, at 8:22 AM, Giulio Antonutto wrote:
Despina,
You can convert almost any 3ds model directly into radiance:
3ds2mgf name.3ds
mgf2rad name.mgf > name.rad
now simply try:
objview name.rad
the rvu window should open showing the model illuminated by 3 light sources,
it's a quick and good check to start with.
Of everything is ok, you can now create in a separate file the sky,
When you have done you combine the two with:
oconv sky.rad name.rad > name.oct
and preview them with
rvu name.oct
now you just need to set up the view,
type v in the rvu window, select point and viewing direction...
good luck!
giulio
PS
this is quick but do not incorporates uv coordinates, only colours are
translated.
If you have textures and uv you may need to use obj2mesh
Once converted the model the syntax is:
void mesh example
7 modelname.mesh -rx 90 -t 10 10 10
0
0
Where:
7 is the number of inputs on the same line,
-rx 90 rotates the model by 90 degrees on the y axys
-t 10 10 10 translate the model from 0 0 0 to the point 10 10 10
When creating the mesh use:
obj2mesh -a materialfile objfile > meshfile
About that there is a quick tutorial I wrote at:
http://www.bozzograo.net/radiance/modules.php?op=modload&name=Downloads&file
=index&req=viewdownload&cid=5
From: radiance-general-bounces at radiance-online.org
[mailto:radiance-general-bounces at radiance-online.org] On Behalf Of Despina
Michael
Sent: 02 March 2005 12:33
To: Radiance general discussion
Subject: [Radiance-general] illuminate a 3ds with radiance
Hello!
I need to illuminate a scene with radiance which does not only contain
primitives (e.g. sphere) but some more complex models such a 3ds model.
That is, I need to do what is described in Debevec's IBL tutorial but
instead to have spheres in the scene, i wolud like to have a 3ds model
As I understood so far from what I have read from web, is that I need to
convert .3ds to .obj and then use obj2mesh radiance programm
Then I should use that mesh (lets sat output.rtm) in the scene (file:
scene.rad) with this:
mod mesh id
1+ output.rtm [xform args]
0
0
I would like to know if this is the correct process or there is another way
to illuminate a 3ds with radiance?
What about [xform args]. What I should write over there? Is anywhere that I
can find a simple and complete example for illuminating scenes constist from
more complex models?
Should I let 1+ and two zeros just as there are?
...Beside the help I need for the above, I would like to read "Real Pixels"
Graphics Gem II. I' ve ty to find it in the web but waht I found are only
many references about this paper. Can I found it anywhere online?
Thank you a lot,
Regards,
Despina
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