PoseRay Manual
Import 3D models and scenes into POV-Ray and Moray
v.3.10.3 – November 28, 2006
Web: http://mysite.verizon.net/sfg0000/
Email: flyerx_2000@yahoo.com
Contents
Introduction
PoseRay is an utility to convert 3D model meshes into POV-Ray scenes and
Moray UDO files. PoseRay can also edit the materials and act as a simple
transformation tool for the geometry. PoseRay can also export the modified
model to wavefront (OBJ) format for use in other 3D programs. A list of main
features is shown below. (Check the history
for changes with the latest version)
Geometry:
- 3D Preview of geometry using the OpenGL ®
API.
- Import mesh geometry from OBJ, 3DS, RAW,
LWO, POV, INC and DXF files.
- Special handling of DAZ|Studio and Poser
scenes saved as OBJ models.
- Surface subdivision: smooth and flat.
- Export a complete POV-Ray scene from
imported model including lights and camera.
- Export of Moray v3.5 UDO files.
- Export Wavefront OBJ files with the
applied transformations and materials
- Geometry transformation: Translate,
rotate, scale and axis transpose with automatic normal update.
- Normal transformation: smooth with crease
angle and flip.
- Vertex transformation: change winding
order, weld, split by crease.
- UV transformation: transpose, flip U,
flip V, scale/translate U, scale/translate V.
- UV creation in planar, cylindrical,
spherical and cubic schemes.
- Mesh Displacement
- Easy setup of placeholders for POV-Ray geometry.
Materials:
- Reads materials from OBJ (MTL), LWO, 3DS
and DXF files.
- Import materials from Poser 4.03 or
higher scene files
- Material editor including color, surface
finish, texture, transparency and bump map properties.
- Support for POV-Ray texture definition
for each material
- Built in resize, conversion and inversion
of maps.
- Built in file search for maps
- 3D preview of applied materials.
Lights + Camera:
- Interactive camera and light setup.
- Simulation of HDRI Illumination
- Import Camera and lights from Poser 4.03
or higher scene files
- Light editor with options for color,
intensity, position, rotation, light type and shadow.
- Camera editor with options for angle,
type, position, rotation and focal blur.
- Camera presets.
Requirements
- Windows 2000 or Windows XP. Not tested in Windows 95, 98 or ME.
- PoseRay should also run in Linux using Wine
or VMware server. See installation
for details.
- A screen resolution of at least
1024x768.
- Video card with OpenGL ® API v1.1
support.
Make sure that the video drivers are up to
date.
- To render the models you will need the
current stable version of POV-Ray or
modified POV-Ray based on that version.
- Moray 3.5 if you want to use the
Moray modeler
- You can use any 3D program that exports compatible models. If you
use Poser you will need Poser 3 or above with the latest update from e frontier. You can
also use DAZ|Studio 1.3.1.0 or later.
- Some users have reported that PoseRay
also works with the following emulators:
- Wine (Linux)
- Win4Lin (Linux)
- Crossover Office (Linux)
- VirtualPC 6.1.1 with Win2000 (MacOS)
- Blue Label (MacOS)
- If you find that other Windows emulators
also work please let me know
so I can add them to this list.
Install / Uninstall
Install:
- Extract all the files from the archive and place them in the same directory.
- Run poseray.exe and it will tell you that the POV-Ray executable has
not been selected. Go to the POV-Ray output tab, select the Options
sub-tab and in the location of the POV-Ray executable put in the location
of pvengine.exe.
- If you are using Moray please read this.
Uninstall:
- Delete poseray.exe, poserayhelp.htm, pr_manual*.gif, pr_manual*.jpg,
Preview_Sky_*.tga, poseray_plane.obj, and poseray_plane.mtl. All these files should be in the same
directory.
- The file custom_pov_texture_lib.inc is in the PoseRay directory and will
contain any custom POV-Ray materials you saved
- PoseRay does not use the Windows registry and all of its settings
are saved in poseraysettings.ini which can also be safely deleted.
Linux setup:
I have tested PoseRay under Linux using either Wine
or VMware server. Please note that I am not
a Linux expert. I have just started using it and any questions about installing
applications other than PoseRay should be directed to the application's support
groups.
Running PoseRay in Linux using Wine:
-
Tested with Wine 0.9.21, Ubuntu 6.06, POV-Ray 3.6 and NVIDIA 1.0-8762
Linux drivers. Previous Wine versions do not work.
-
Make sure that you have installed drivers for your video card that
accelerate OpenGL.
-
Make sure that the Wine package has been configured. The default
emulation should be Windows 2000.
-
Unzip the PoseRay zip archive into any folder for which you have write
permissions. PoseRay needs to write to its configuration file in that folder.
-
Open a console and go to the folder where PoseRay is installed and type wine
PoseRay.exe to start PoseRay. PoseRay should run with OpenGL
acceleration. Some fixme: warnings will be displayed. This is normal.
-
Enable PoseRay is running using Wine in the Input tab.
-
Go to the POV-Ray tab and select the POV-Ray Linux executable. This file
is typically located in z:\usr\local\bin\povray according to the directory
structure created by Wine.
-
Every time a POV-Ray render is created click on the rendered image to
close it.
-
Limitations:
-
The preview window will not stay on top even if you check stay on
top on the preview options.
-
The position of the preview and main windows are not reliably saved
between sessions.
-
PoseRay will copy all the maps to the export folder before rendering to
make the scene files location-independent.
- Sometimes the tabs on the main PoseRay dialog window can collapse.
If this occurs just resize the dialog until they show.
Running PoseRay in Linux using VMware:
-
Tested with VMware server 1.0 (with a Windows 98 VM) and Ubuntu 6.06.
-
Make sure that the VMware tools are installed. This adds an
improved graphics and mouse drivers.
-
Transfer the PoseRay zip archive to the virtual machine. Typically this
is done through a bridged network connection between the host and guest VM.
This network is setup automatically if VMware was installed properly.
-
Unzip the PoseRay zip archive in the virtual machine and run poseray.exe.
-
You can install a windows version of POV-Ray into the virtual machine to
directly render the scenes or transfer the saved POV files created by PoseRay
into the Linux host and render them using the Linux version of POV-Ray.
-
Limitations:
-
PoseRay will be running in OpenGL emulation mode and will be slow. VMware
does not offer OpenGL acceleration at this time.
-
The OpenGL preview will be compatible to 1.1 and some of the advanced
preview
options will have no effect.
-
Requires a rather powerful computer.
PoseRay Main
Tabs
PoseRay is broken into main tabs and a separate preview window. Each tab is used for a different
section in
the conversion process. The bottom of PoseRay's main window shows the status
messages and any warnings. Click on the [+] on the left to expand it. The status bar also shows the
progress indicator.
Input Tab:
- Load... will load any of
the following:
-
3D model... For details on what files can PoseRay handle see this section. Select as many
files as desired at once.
-
Merge Model... adds one
model at a time to the geometry already loaded.
-
Poser scene... Dialog
for loading a Poser scene. Read the tutorial
-
DAZ|Studio scene...
Dialog to load DAZ|Studio geometry. Read the tutorial
-
Batch process will
prepare several input files for POV-Ray batch rendering. All the current
options will be used in the output. See this
section for more details and this tutorial.
-
PoseRay remembers the past 20 files loaded. Select it from the drop
down list and and click either Load selected or Merge selected
-
Import Options
-
Reorient 3DS and DXF files. These formats default to z being up. PoseRay defaults to
y being up. This option will rotate these models -90 deg around the x
axis.
-
Crease angle (deg): [angle] PoseRay will
automatically calculate the normals in case the model does not have
them.
-
Triangulation mode: This applies to OBJ, LWO and WRL models
where polygons with more than 3 vertices can be defined. Automatic will
use OpenGL tessellation unless it fails where it will default to the older
ear-cutting algorithm. If your computer has a version of GLU less than
1.2 then this option is not available and ear-cutting will be used.
Preview Tab:
This tab has a toolbar and 4 sections that control preview options,
camera, lights and placeholders.
Toolbar buttons:
- Save preview... will
save the current preview to a JPEG or TGA file. TGA is better quality but
larger. PoseRay will ask you if you want to anti-alias the image before
saving it to smooth the edges of the image. To raytrace in POV-Ray
instead use the POV-Ray output tab.
- Background: Changes the
background of the preview window. When selecting one of the POV-Ray skies
PoseRay will ask you to create a preview of the sky to use it in the
preview. If the preview has been created the sky preview will be loaded
automatically. The background types are as follows:
- Color: sets the
background to a solid color
- Spherical Map: uses a
spherical map on the background. If the background map you are using
is too blocky because of low resolution you can blur it in a paint
program.
- S_Cloud1 ..
S_Cloud5: Predefined POV-Ray skies.
- O_Clound1 and
O_Cloud2: Predefined POV-Ray skies mixed with the background
color.
- Blue_Sky, Bright_Blue_Sky,
Blue_Sky2, Blue_Sky3, Blood_Sky, Apocalypse, Shadow_Clouds: POV-Ray sky
pigments applied to a custom sky.
- Clouds, P_Cloud1, P_Cloud2,
P_Cloud3, T_Cloud1,
T_Cloud2, T_Cloud3: POV-Ray sky textures mixed with the
background color. Using red=0/255, green=64/255 and blue=128/255 as a
background color before loading the sky works best.
- Starfields: star fields at different densities.
- PoseRay stores the sky previews as TGA images in its directory.
Options:
- Draw mode will change
how PoseRay displays the model. For a complex slow drawing model change
to bounding box solid display.
- Display axis will
display a x-y-z axis fixed on the lower left of the window.
- Display vertex normals
will display all the vertex normals.
- Draw Double Sided will
display the back-faces of triangles in black.
- Apply mats to both sides
will apply the material to both sides of every triangle. This option
slows down the preview.
- Show maps toggles use of maps on the preview.
- Show Lines toggles display of line
entities.
- Transparency
will toggle the transparent maps in the preview. Only available if Show maps is active.
Use cutoff will
show sorted transparency at the cost of accuracy. It will use a threshold
between 0 and 1 where the map will be assumed transparent. Usually a
cutoff of 0.5 will work for most transparent maps.
- Reflections will show a
reflection effect (if there is a background map/sky loaded) using the
OpenGL® API ARBMultiTexture extension. If the extension is not available
from your video system this option will have no effect.
- Enable preview.
Disabling this will unload all the textures, objects and display lists
used by the preview.
- Horizon will show the
horizon line perpendicular to the y axis. Horizon is only visible if the
camera is in perspective mode
- Grid will overlay a grid
with the given resolution on the preview window.
- GL Map size: Controls
the map size that the preview uses. This setting will only affect how
PoseRay displays the maps in the preview tab and will not modify the
originals.
If you have
an older computer/video card I strongly recommend leaving the map preview
at the default resolution. This will allocate about 65 kBytes
per map. If the map is smaller it will not be resized. The Apply button
refreshes the maps loaded into the model and the background with the new resolution.
- Show ground normal to y will display a ground plane
perpendicular to the y axis. This ground will not cast shadows in POV-Ray
renders.
Camera:
- You can set what the left button controls
by selecting the mode from the drop down box.
- Recenter camera will
make the camera rotate about the center of the geometry
- Reset camera will set
the camera to an angle and zoom that will show the entire geometry
- Zero roll will set the
camera such that the y-axis is vertical.
- Snap to closest quadrant
will align the camera such as the world axis frames the current view.
- No perspective will
toggle the perspective of the camera.
- Use focal blur will make
POV-Ray use blur in the camera. The camera will be in focus for all the
geometry that is between the back and front planes. These planes are
always aligned with the camera and can be moved using the up-down
arrows.
- Show focus limits will
display two grid planes (magenta - back and cyan - front) that will
delimit the focused area seen by the camera. The distance to each plane
is referenced to the center of the geometry.
- You can save camera
presets by setting the camera as desired and pressing [+] and give it a name.
- You can recall camera presets by selecting the camera from the list.
- From file... will import
the camera in a Poser PZ3, compressed PZZ file or
DAZ|Studio script. The Poser cameras recognized by PoseRay are MAIN, AUX,
TOP, BOTTOM, LEFT, RIGHT, FRONT and BACK at frame 1. If the camera in the Poser file
is not one of these PoseRay will default to the MAIN camera. If the
camera read is one of TOP, BOTTOM, LEFT, RIGHT, RIGHT or FRONT then it
will have no perspective. PoseRay will match the horizontal field of view
that was used in Poser. When a Poser camera is read it is automatically
added to the camera presets.
- Camera settings are saved to any exported OBJ file. PoseRay will be
able to read the camera back from the OBJ file.
- Window size controls the size of the preview window in pixels.
Type in the size you want and press Apply to change.
- Stay on top forces the preview window to stay on top of the main
PoseRay window.
Lights:
- PoseRay uses a default light that is
attached to the camera. When you add lights to the scene this camera
light is disabled.
- Total intensity [ ] will
distribute the intensity of the lights to match the value given.
- Scale intensities by [ ]
will scale the intensity of all the lights.
- Lighting on toggles the
lights on the scene. All geometry is full bright when lights are
disabled.
- Show light locations
will toggle the preview of the light positions.
- You can save a set of lights as a light
group. To save the current set of lights press + by the Light
Group box.
- By the Choose light box you can
Press [+] to add a light and [-] to delete a single light.
- From file... will import
the lights from a Poser file (.PZ3, .PZZ) or DAZ|Studio script file.
PoseRay will recognize Poser parallel, point and spot lights with variable
intensity, color and with or without shadows. DAZ|Studio point, parallel,
and spotlights are also recognized.
- Delete all will remove
all the visible lights and use the camera light only
- Type: You can use parallel, spot
or area lights. Area lights are made up of an array of point lights and
allow you to have soft shadows.
- Intensity can be more than 100%
for high power light sources.
- Fade distance (point and area
lights) controls the distance at which area or point lights fade.
- Elev, Rot (parallel light):
Orientation of parallel lighting.
- Position (spot, point or area
light). Origin of the light. Press GC to place the light at the
geometry center.
- Point to (spot light): Location
where the spot light points to. Press GC to point to the geometry
center.
- Jitter (area light) will mix the
shadows of area lights to decrease shadow banding
- Size (area light) controls how big
the area light is in 3D space.
- Number of lights (area light). The
total number of lights in an area light. More lights will give better
soft shadows but with longer render times.
- Light settings are saved to any exported
OBJ file. PoseRay will be able to read these lights back from the OBJ
file.
- Right clicking on a light property will allow you to apply it to all lights
- Light groups are saved when PoseRay is closed down.
Placeholders:
- PoseRay allows you to put boxes, spheres,
cones or cylinders marking POV-Ray scene elements that you may want to
modify within POV-Ray.
- Placeholders are defined by their shape,
color, size, rotation and position of their center.
- Rotation, translation and scale are
referenced to the center of the placeholder
- Display placeholders
will toggle the visibility of all the placeholders.
- drop 1 will place the
top of the placeholder at the bottom of the geometry
- drop 2 will place the
bottom of the placeholder at y=0
- Center will place the center of the placeholder at
the center of the geometry
Materials Tab:
This tab controls the materials properties for the loaded geometry. Each
material is divided into surface properties, bump map, transparency map and
POV-Ray material. All the material settings will be saved to any exported POV
or OBJ files. For any of the material properties
right-clicking on an entry will allow you to set the same property value on
all the materials. Double click a material in the list to edit its
name.
The top of the tab has options that apply to all
materials:
- Update. This will update the preview window of any changes made
to the materials. Change in the preview tab only applies if this button is pressed or
the tabs are changed.
- Open... You can get
materials from Wavefront material MTL files or Poser files. PoseRay
recognizes .MTL, .PZ3, .PZZ, CR2, .CRZ, .PZ2, .P2Z, .HR2, .HRZ files. It
will read the map names, colors and other settings and assign them to the
materials list. See the limitations section
below for more details. If a Poser file calls for a BUM file PoseRay will
search for the corresponding JPG, TGA, BMP or TIF file with the same name
in the same directory. Bumpmap BUM files are proprietary to Poser and
cannot be loaded by PoseRay or POV-Ray but usually an image of the
bumpmap in another format is included with most Poser models.
- Save... Saves
the materials to an MTL file. If you are manipulating multiple files with
the same materials you can reload this file to reset the materials.
- Find maps... will do a
global search of every map used.
- Randomize will make all
materials have a random color.
- Rearrange... Two
options:
-
Groups->Materials
deletes the materials list and creates a new set of materials based on
the groups list.
-
Groups & Materials -> Materials
deletes the materials list and creates a new material list based on the
intersecting sets of group and materials.
- Auto update will
automatically update the map used in several materials when it is
changed. This option only works when changing from one map to another. It
will not auto-assign for materials with no previous maps or vice
versa.
- Show thumbnails will
show/hide the preview thumbnails.
- Resize: [ ]x[ ] controls
the output size of the maps that are converted with the convert button. If left unchecked the map will not be
resized when converted.
- On the left all the materials are
listed. Select a material to show its properties. To edit the
name double click the name on the list.
- Before loading any maps keep these points
in mind:
- See this
section for image types that PoseRay can preview.
- POV-Ray can only use gif, tga, iff, ppm, pgm, png, jpg, tiff and bmp images and they cannot be
LZW-compressed or
interlaced. Special builds of POV-Ray may be able
to use other formats.
- If a map is applied to a surface that is not UV mapped the map
will not be displayed properly.
Basic texture properties
- Copy material
button copies the pigment, finish, transparency and any POV-Ray code
assigned to the selected material.
- Paste material
button pastes a copied material into the currently selected material.
- Make this material invisible
button will set the highlight to black, glossiness
to 0, transparency to 100%, mix to 0% and remove all maps from the
current material. This will result in the material being completely
invisible.
- Pigment:
- Maps work if the material has UV
coordinates.
- Color sets the surface color of the material.
- Mix map with color will allow the map to multiply with the base color.
- Transparency is how much light is let through the material.
- Finish:
- Ambient is the color
the material would have if there were no lights. Ambient is usually
black unless it is a glowing surface or similar.
- Specular is the
color of the light that the highlight will have at its brightest.
- Glossiness is how
much of the highlight covers the surface. A polished surface would
have high glossiness while a rough surface would have low
glossiness.
- Reflectivity is how
much of the surroundings the material reflects. To multiply the
reflection by the pigment color enable metallic.
- Cartoon uses a quick
material trick to simulate the appearance of cartoon shading in the
POV-Ray render. Cartoon+highlight adds highlight tones to the
material. This only changes highlights and colors all other material
properties are unchanged (transparency, bump, etc). To apply this
mode for all materials right click on the checkmark and select apply
to all materials. For better results in
cartoon mode use a single light. This setting is used with POV-Ray
only and PoseRay does not preview this mode.
- Bump map:
- It is recommended for best results that you use gray scale images.
- The default bump size of 1.0 should be enough for most purposes. Use a negative bump size to invert the bump effects.
- Transparency map:
- It is recommended for best results that you use gray scale images.
- By default the material will be
transparent where the map is black and opaque where this map is
white.
- Invert mapping swaps transparency mapping between white and black.
POV-Ray Texture:
PoseRay cannot directly show POV-Ray materials in its preview tab. They are only applied to POV-Ray
renders.
Basically a POV-Ray material is structured
as follows:
material{
texture{
pigment{}
normal{}
finish{}
}
interior{}
}
Texture is what is on the surface and interior
controls how the light passes through the material. Interior has no effect if
the material does not have some transparency.
-
Insert allows you to include texture templates and predefined
macros for each of its components.
- You can start with the information in the
basic material by inserting a copy of the material.
- You can also start a new material by
inserting a material template first and then insert a texture and its
components
as indicated. Only a texture with a pigment are the minimum components
needed. A blank texture is black,
with no finish and smooth.
- To create a material texture with transparency
mapping insert a material template and then a texture with transparency template and fill in
the rest the other insert tabs as needed.
- You can insert a predefined texture that
has its components already defined.
- You can also type in raw POV-Ray code.
Comments start with // or are enclosed with /* and */
- Copy all will copy the
contents of the text box into the clipboard
- Clear will delete the
contents of the text box
- Paste will paste any
text that is on the clipboard into the text box at the current cursor
location.
- Preview will call
POV-Ray and render a simple scene using the current texture to give you
an idea of how it looks.
- Bake... will call
POV-Ray, render a square texture at a resolution of 512x512 with a UV
range of 0 to 1 and save it.
This can be useful to give a rough preview of the POV-Ray texture in PoseRay
or to use in other applications.
- Save... allows you to store the
texture for later use. The texture will be saved into an include file (custom_pov_texture_lib.inc). The texture will be added to the bottom of
the texture list. Right click on the texture list to delete custom
entries.
- Active will tell POV-Ray at render
time to use the advanced POV-Ray texture instead of the basic texture
properties.
- Use 3D mapping when inserting will
make the surface use the texture in 3D space unlike the default UV
mapping that lays the texture along the surface. See image below.
- By using several textures in layers you
can create new textures. The first texture will be on the bottom of the
material and the last one will be on the top. If you use several POV-Ray
textures make sure that the ones on top have some transparency.
- The POV-Ray texture definition will be
saved if the model is exported to OBJ.
- Check section 3.4 of the POV-Ray 3.6 documentation for more details
on advanced POV-Ray textures.
POV-Ray texture - 3D mapping
Texture applied continuously throughout the mesh
|
POV-Ray texture - UV mapping
Texture applied only to the surface UV coordinates. The box had the same UV
mapping for all faces.
|
UV:
PoseRay will display the UV coordinates for each
material zone. You can also do simple manipulation of them in this tab.
To modify the UV coordinates type in the options (see below) and press Update.
- If you want to modify all the materials
check Work on all mateirals.
- Transposing will rotate and flip the
texture on the model.
- Negative scale on U or V will flip the
texture appearance on the model.
- Scaling up U or V will decrease the
texture coverage on the model and even appear as a repeated texture.
Decreasing the scaling will enlarge the appearance of the texture.
Translating a texture will move it along the surface of the model.
- Pressing Fit to unit box
will change scale and translation such as the selected groups and
materials will have UV coordinates from 0 to 1 on both directions.
- Refresh will redraw the UV mapping preview
- You can do simple UV mapping of the
model. Enter the main axis components (ex: y axis = 0,1,0) and select
method.
- Planar: the mapping
is perpendicular to the chosen axis
- Cylindrical: the
mapping is around the chosen axis (no caps)
- Spherical: mapping
is done around the chosen axis
- Cubic: mapping
aligned with the 3 main axis.
- See examples below
Map
|
Untextured sample box
|
Planar mapping perpendicular to vertical axis.
Edges of map stretch along the other faces.
|
Cylindrical mapping around vertical axis.
No vertical distortion.
|
Spherical mapping around vertical axis.
Vertical distortion is visible.
|
Cubic mapping
|
Groups
Tab:
- The way transformations are done is by selecting the groups
that you want to change by making them visible, entering the parameters and
then pressing Update.
- The best way of using the geometry tab is to change a single item at a time.
- To set all the values in this tab back to the default click on the Reset values button.
- Reset camera after update will recenter and rearrange the camera to show all the geometry automatically.
- In the group list you can click on the first icon to toggle visibility (
|
) and
on the 2nd to toggle shadow (
|
)
for that group.
- Double-clicking the name will edit the group name. Right clicking on the list will give you more options.
Having a scene with geometry partially casting shadows slows down the creation of the POV files
Only visible groups will be transformed.
Faces, Vertices and
normals:
- Transform Here the
geometry can be transformed by flipping the coordinates, scaling,
rotating and translating. A negative scale will mirror the geometry. The
normals are automatically updated with scaling and rotation.
- Calculate Normals will
force any two faces that have an angle larger than the crease angle to
appear to have a sharp edge. If the angle is less than the threshold the
edge between the faces will appear to be smooth. This is accomplished by
creating or removing normals at the face edges. No vertices are created
with this option. The crease angle ranges from 0 to 180 degrees. If it is
set at 0 then all the faces in the model will appear flat. If it is set
to 180 then all of the faces will appear to be smooth. Smoothing only
works on faces that share edges. If two faces seem to share an edge and
smoothing does not change their appearance then most likely the edge is
not shared and each face has its own edge. To fix this you can weld
vertices (PoseRay will suggest to smooth when you check on weld
vertices). As a general rule organic-type models
should use 180 degrees and mechanical objects should use less than 90
degrees. There are 4 methods to calculate normals:
- Normal sum
calculates the normals at each vertex by direct average of the
normals from the faces sharing that vertex.
- Angle-weighted sum
will weight the average according to the face angle at the vertex.
(This method usually gives the best results)
- Unique normal sum
uses the unique normals at each vertex to calculate the average.
- Inverse area sum
weights each normal at a vertex by the inverse of the area of its
face.
- Split faces by crease angle works similarly to smoothing but it does not create new
normals. Splitting will break any two faces that share an edge by
duplicating the shared vertices. It uses the crease angle entry for the
normals.
- Weld vertices will merge
any two vertices that are within a tolerance. The tolerance is
automatically calculated for each model but you can change it. The larger
it is the longer the weld procedure will take. It is recommended that
smooth be active when welding vertices so that redundant normals are
removed.
- Flip normals will invert
the orientation of the normals.
- Reverse vertex winding
will reverse the numbering of the vertices around a face.
- To reverse the face orientation check both Flip normals and Reverse vertex winding.
Subdivision:
PoseRay can subdivide a model and smooth its appearance. Subdivision will
result in each triangle broken into 4 sub-triangles and the addition of 3
vertices per subdivided triangle. Not all models are suitable for
subdivision and results will vary.
You can repeatedly subdivide a model. For example 3
subdivisions on a 5000 face model will result in 43=64 triangles per
original triangle. This would produce a model with a total of 64*5000=320000
faces after subdivision. It can be easily seen that the model could get very
large with just a few subdivisions. Usually one subdivision should be enough for most cases.
If after a subdivision the model shows numerous
gaps you may want to reload the model and weld the vertices before subdivision to prevent faces from rounding away from
edges.
There are two subdividing methods (smooth and flat):
- Smooth is a subdivision
method based on the modified Loop's algorithm developed to work better on triangular meshes.
After successive number of
subdivisions the surface will resemble a continuous NURBS surface.
Geometry subdivision automatically subdivides UV mapping. If the original
grid is extremely coarse the UV mapping may become distorted.
- Keep mesh creases keeps the sharp edges in the geometry. Suited best for mechanical type models.
- Smooth mesh edges smooths any free edges in the geometry. May distort seams in some
cases
- Smooth UV edges smooths any free edges in the UV map
- Smooth material boundaries maintains and smooth the edges between
materials during the subdivision
- Only work on subdivision faces (if present). LightWave models can contain faces that
need subdivision to be shown accurately. Leaving this on will only
subdivide those surfaces. If the model does not have any subdivision
surfaces then this option has no effect and all the faces will be
subdivided
- Flat will keep the surface shape intact. This is
useful for increasing the resolution of the mesh before mesh displacement. UV mapping is automatically
subdivided with this option.
Below are a few examples of the smooth subdivision options used on the
same mesh.
Original mesh
|
Stretching along mesh edges
2 Subdivisions
Keep mesh creases
Do not smooth mesh edges
|
Organic look
2 Subdivisions
Do not keep mesh creases
Do not smooth mesh edges.
|
Best result
2 Subdivisions
Keep mesh creases
Smooth mesh edges
|
Mesh Displacement
This deforms the grid by moving each vertex along its normal according to
the intensity of a map at the UV coordinate of the vertex. The model must have texture (UV) coordinates for displacement
to work. For the deformation you can choose to move a vertex along
the normal at that vertex or just some of its components. If the model does
not have UV mapping you can create it in the UV sub tab.
The amount of displacement can be controlled by setting the values at pure
black and at pure white. The detail on the deformation will be dependent on
how dense the model is. You can use subdivision to
increase the resolution of the mesh before it is displaced. See this section for the types of images that PoseRay can
use. Usually gray scale images are the best for displacement.
Tip: to get an idea of how much to displace click on the status messages
and in the expanded status message box click on geometry stats. This will
give you the size of the geometry loaded. Start with small increments.
Typical displacement steps are shown below.
Undeformed box (1x1x1 units)
Cubic UV mapping
|
Undeformed box mesh
|
Displacement map
Black = +0.1 displacement
White = no displacement
|
For a better deformation the mesh was flat subdivided twice
|
Mesh deformed with map
|
Shaded deformed box
|
Light Dome
PoseRay can use a high dynamic range image to simulate
environmental illumination by creating a set of lights (light dome) with the intensity and
color of the surroundings. Usually high dynamic range images (also known as
probes when used in 3D environments) are in radiance format (.hdr) and use
Light Probe (angular) mapping. PoseRay uses Portable Float Maps (.pfm) using
Latitude-Longitude mapping. These images can easily be converted using HDR Shop v1. Some HDR images can
be found at www.debevec.org/Probes/.
Uffizi probe
Angular mapping
|
Uffizi probe
Latitude-Longitude mapping
Also called panorama
Needed by PoseRay
Converted by HDR Shop
|
Uffizi probe
Used for lighting
and background.
|
HDR probes usually contain areas where the color intensity is higher than
100%. These usually indicate sources of illumination.
Keep in mind that not all probes give good
results. It depends on how they were processed and created.
Some may not have strong illumination, produce unnatural colored lights or
have the high range areas badly spread over the image.
Steps to convert an HDR probe into usable lights in PoseRay:
- Get HDR Shop v1 from www.debevec.org/HDRShop/
- If the HDR probe needs remapping and
conversion (see images above) then start HDRShop. Load the high dynamic
range image you want to use and if it is not using Latitude-Longitude
mapping (see above for example) go to Image|Panorama|Panoramic
Transformations... and in the source image format select Light Probe (angular map) and the destination image
format select Latitude-Longitude and click OK. A new
remapped image will be created. Save it as a Portable Float Map
file (.PFM). You can use non-HDR probes with HDR Shop too.
- In PoseRay's Light Dome tab click on Load HDR probe... and load the .PFM image just converted. To extract the lights
click on <<Extract Lights into scene This will
place the new lights into the lights tab. Using the default search
criteria will work for most images.
- If you want to see the image on the
background of the scene click on Set as background map.
- If the HDRI probe is very large you can
resize it in HDR Shop.
- If the background map is too blocky you can blur it using a graphics
program.
During the light extraction PoseRay will search the image for areas of
illumination that match the search criteria. The available options are:
- Max number of lights to extract.
Enter the maximum number of lights that you want to extract. The lights
will be placed around the scene using an uniformly spaced distribution.
More lights will give out smoother results but take longer to render.
- Remove previous lights
will clear all the lights from the scene before the new ones are
extracted from the image.
- Convert all lights to white
level will make all the lights have a white color with varying
intensities to match sunlight. This is usually best left on since many
probes produce unnatural light coloring such as blue sunlight.
- Rescale overall intensity. To keep
the lights from saturating the scene they need to be scaled. Increase the
value of this if the scene is too dark and decrease if it is too bright.
Keep in mind that the PoseRay preview of the lights may not be too
accurate so you may want to do a quick render of the scene to test
first.
- Rotate lights rotates the output
sky and lights if you want to align them with the scene.
- Lights can be with or without shadows and
the threshold can be entered as intensity. This tells PoseRay what
sources are strong enough to create shadows. Usually 20% or higher is
best. To prevent shadows from the ground you can prevent any lights
originating from below ground from producing shadows by checking only above horizon.
- Soft shadows will use area lights
for the shadow lights. Parallel lights are used by default. Enabling this option
significantly increases render time.
- A trick to save render time is to make
all lights shadowless and after they are extracted go to the lights section in the preview
tab and select the strongest light and make that
produce shadows. This will make the scene only use the strongest light
for shadow calculation. Remember that area lights produce soft
shadows.
POV-Ray Output Tab:
- Save... saves all the POV files needed to render the scene.
- Save & Render... saves all the files and calls POV-Ray to automatically render the scene
- Save & Edit... saves all the files and opens all the files in POV-Ray's editor.
Options
- If you want to automatically
render the images from PoseRay you need to tell it where the POV-Ray
executable (pvengine.exe) is in your computer. If you are using a
modified executable then use that instead.
- Break the mesh by: PoseRay breaks the geometry by material or materials & groups. Breaking it by material is faster.
There is no difference on the render with either method. This is useful only if you want to work on each mesh separately in POV-Ray.
- Radiosity settings listed
are the most common. PoseRay default is the same that was used for
older versions of PoseRay. Others are predefined settings from POV-Ray.
Radiosity has many options and you can browse the radiosity
tutorial in section 2.3.7 of the POV-Ray 3.6 manual for more details.
- Spherical Camera
will render the scene into an image that can be wrapped around a sphere.
Useful for creating environment maps.
- Simplify geometry replaces the
geometry with the bounding boxes for each group. Useful for scene setup
within POV-Ray and quick test renders.
- Line thickness will be
used if the geometry has line entities. Usually a very small number
should be enough. Since I do not know of a built in line command in
POV-Ray PoseRay will use cylinders to simulate the lines. This option
will increase the render time. Lines are only exported to POV-Ray if they
are visible in the preview tab.
- Only export geometry and materials is used when you
want the model only and you have your own scene. PoseRay by default
creates a complete scene but you can read this
tutorial on how to add a model to an existing POV-Ray scene.
- Fix TIFF Orientation
will help with POV-Ray 3.5 since it rotates TIFF textures. POV-Ray 3.6
does not have this problem. Using the conversion
tool in PoseRay's material tab you can convert all your TIFF maps into
TGA or JPEG images.
- Name is the filename of the render
output from POV-Ray. Do not put an extension. If there is a file with the
same name then PoseRay will append _RevX to the name where X is
the revision number. For example if the render will be called car.png and
it already exists then the render will be called car_Rev00001.png. The
revision number will be incremented automatically. This avoids
overwriting a good render.
- The resolution of the render image can be
set to an arbitrary size or it can have the size of the preview window.
If the aspect ratio of the image is unchecked then the output image will
not match the preview window but it will not be distorted.
- Anti-aliasing: Recursive will give out slightly smoother results than non-recursive at the expense
of longer render times.
- Render Quality. Controls
the quality of the render from just rendering the colors to full quality
with radiosity (if selected).
- Use Mosaic. This will
preview the render at a very low resolutions before the final image is
produced.
- Enabling alpha channel
in the rendered image will result in an image that is transparent where
the background color is present. As far as I know, from the available
formats, only TGA and PNG can store the alpha channel transparency
information. Background maps will not allow the alpha channel to show.
- Render can
be paused will make it possible for
you to pause and continue long renders in POV-Ray. Note that if you want
to render to an image that already exists and this option is enabled it
will result in POV-Ray not rendering anything new because it will think
that the new render is a continuation from previous image.
- If you are a POV-Ray power user you can set up extra
initialization settings that will be saved to the filename_POV_main.ini
file. Check the POV-Ray documentation for available ini options. If you
want to use your special set of ini commands and skip the ones that
PoseRay creates then check Use this initialization commands only.
- Below are examples of renders with different settings. The sky was
Bright_Blue_Sky, one parallel light and ground active.
No radiosity.
|
Light Dome
|
Radiosity
|
Focal blur and no radiosity
|
Cartoon with highlights on
|
|
Files (default - single scene)
PoseRay creates all the files needed to render the scene in POV-Ray. For
example: with an input file filename.OBJ PoseRay would create 4 files:
- filename_POV_main.ini contains the POV-Ray configuration settings. Open this file in POV-Ray to render the scene
manually.
- filename_POV_scene.pov: Scene camera, lights, placeholders, sky, floor and main geometry call.
- filename_POV_mat.inc:
materials. This file is called from filename_POV_geom.inc:
- filename_POV_geom.inc: geometry mesh.
PoseRay exports the mesh as a set of groups and materials for easy
editing in POV-Ray. As an example a model named car with two groups and two materials
will be broken as follows (assuming the materials are used by all groups):
car_group1_material1, car_group1_material2, car_group2_material1 and
car_group2_material2. The materials are separated from the mesh so at the
end of the filename_POV_geom.inc file there is an union{} statement with all the meshes
and each is assigned a material. This information is not important if you
are not planning on customizing the files in POV-Ray.
Files (Batch/animation
mode)
For a tutorial/example on loading an animation from Poser (or similar
program) see this section. The
current camera and lights will be used on the POV-Ray output. There are two
ways of rendering multiple files: Using a batch file or using a POV-Ray file
with clock/frame keys.
- Use Batch file will
create a BAT file that will sequentially call POV-Ray, render and exit
for each file in the batch. This is better suited for a set of unrelated
models.
- Use a POV-Ray scene with clock/frame_number is suited better for animations where the
input files have the same materials and consecutive naming. Enter the
name for the POV-Ray file. This also will be the root name of the
rendered images.
- Clock from [ ] to [ ] controls how the clock variable changes from start to
finish of the animation
- Initial frame is the
frame at the start of the animation. If the files start with
file3.ext then Initial frame is 3.
- Input file name prefix. Input files should be named as prefix#.extension
where # is a number. PoseRay tries to get the prefix from the input
files but check that it is right for your case.
- Common object name.
When using the clock/frame_number method the input mesh is changed
with every frame and the object name in the POV-Ray file is kept
constant.
- Common input material
file if you need to use a single material MTL file instead of
the materials listed on each model.
- Use a common POV-Ray material file if you want a
single material file for the exported POV-Ray files instead of one for
each file. Makes it easier to edit a material that affect many files.
Export options (after pressing save):
- Overwrite files will overwrite all exported files except for the render.
- Include file paths to image maps should be enabled if the maps are located in a different
directory than the one used for the POV-Ray files.
- Copy all maps to the same directory will make copies of all maps used by the scene and
place them in the same directory where the POV files will be saved. Note
that when this option is enabled the paths to the images are not included
in the output files.
- Fix map names removes all non alphanumeric characters from the map
filenames.
- Fix map resolution to [ ]. This will resize the
maps as they are copied. Largest dimension will have this resolution. All
resized maps are converted to JPEG format.
Moray Output Tab:
PoseRay creates 3 files for Moray. For a typical 3D model file filename.obj these would be as listed below.
- filename_moray.udo: contains the UDO model to be imported into Moray.
- filename_moray.inc: contains the 3D mesh.
- filename_moray_mat.inc: Contains the material definitions (optional).
If you want to use Moray's material
editor on the model you will need to check Disable the original
materials so that PoseRay will not link and export the materials
list. You will have to set the materials in Moray.
Export options (after pressing save):
- Overwrite files (except render) will overwrite all exported files
- Include file paths to image maps should be enabled if the maps are located in a different
directory than the one used for the POV-Ray files.
- Copy all maps to the same directory will make copies of all maps used by the scene and
place them in the same directory where the POV files will be saved. Note
that when this option is enabled the paths to the images are not included
in the output files.
- Fix map names removes all non alphanumeric characters from the map
filenames.
- Fix map resolution to [ ]. This will resize the
maps as they are copied. Largest dimension will have this resolution. All
resized maps are converted to JPEG format.
Important notes using Moray:
- The path where the POV-Ray include files
are typically saved must be in the POVRAY.INI file. Start POV-Ray and in
the tools menu click on Edit | Master povray.ini and add
this entry to the end of the file: Library_Path=xxx
where xxx should be the location where the include files are. For example
I have this entry at the end of my povray.ini file: Library_Path=C:\Work\3D since I place the files that
PoseRay exports there. So this way when Moray calls POV-Ray to do a
render using a PoseRay-created UDO file it will find all the needed
include files.
- The first time you import an UDO into
Moray it will ask you if you want to save the directory where the inc
file is for future use. I usually click yes and make sure that I export
all the UDO models into that directory from PoseRay.
- I recommend always closing POV-Ray before rendering from Moray.
- When you save your scene in Moray do not
use the root of the UDO filename because it may interfere with the .INC
files created by Moray. Just use a different name for the Moray .MDL
file. For example if you imported Box.udo into Moray do
not save the scene as Box.mdl, use another name.
- If you include an UDO model in Moray and
use some of Moray's materials in other parts of the scene you may
encounter problems with the material names. To avoid any naming conflicts
any Moray material used should be renamed. For example Moray's
Bronze_Metal conflicts with POV-Ray's Bronze_Metal. You can rename
Moray's material to Moray_Bronze_Metal.
- If POV-Ray or Moray hangs when rendering from Moray you should
uncheck the Auto-Load Error File menu item and check the Auto-Show Parse
Messages menu item in POV-Ray's Editor menu. Note that the Editor menu is
only displayed if a POV file is currently open for editing.
-
PoseRay exports the mesh as a set of groups and materials for easy
editing in Moray. As an example a model named car with two groups and two materials
will be broken as follows (assuming the materials are used by all groups):
car_group1_material1, car_group1_material2, car_group2_material1 and
car_group2_material2.
OBJ Output Tab:
PoseRay can save a Wavefront OBJ file and its materials containing all the
modifications done in PoseRay. Saving the scene as an OBJ file from PoseRay
will save all the scene information such as lights and camera as well as
materials. Reloading the OBJ file will restore the entire scene if
desired.
For a input file filename.obj the corresponding output
files will be:
- filename_Rev00001.OBJ: contains the modified Wavefront model.
- filename_Rev00001.mtl: contains the materials used in
the OBJ file. You cannot edit the name of this file since it is
automatically changed with the OBJ name. All the material properties will
be saved including map names and POV-Ray textures. Specular will be saved
as an exponent from 4 to 4096.
Misc. options:
- Save normals will save
the normals into the OBJ file. Some programs require this information for
properly displaying the model.
- Save texture coordinates (UV) will save the texture coordinates into the OBJ file. These
are needed if the model is texture mapped.
- Fix material and groups names. For example a material called skin:2 will be
renamed skin_2. This is useful if the importing program has problems with
the original naming.
- Export camera as a mesh. This will export the camera as a mesh
in case you want to use it for realigning the camera of the importing
program as it was in PoseRay.
Export options (after pressing save):
- Overwrite files (except render) will overwrite all exported files
- Include file paths to image maps should be enabled if the maps are located in a different
directory than the one used for the POV-Ray files.
- Copy all maps to the same directory will make copies of all maps used by the scene and
place them in the same directory where the POV files will be saved. Note
that when this option is enabled the paths to the images are not included
in the output files.
- Fix map names removes all non alphanumeric characters from the map
filenames.
- Fix map resolution to [ ]. This will resize the
maps as they are copied. Largest dimension will have this resolution. All
resized maps are converted to JPEG format.
Tips
&Tutorials
These tutorials assume that you already installed all the
needed programs.
Rendering a 3D model in POV-Ray:
- Start PoseRay and on the Input tab click on Load... and select the desired model (or models).
- After the model loads you can see the
model in the preview window. Set the camera and lights as
desired. You can also modify the materials
and geometry.
- If there are warnings that maps are
missing you can use the search tool in the materials tab to find them.
- Once the options have been set the model can be rendered by
selecting the POV-Ray Output tab and
clicking on the Save & Render files button.
Importing a 3D model into Moray:
- IMPORTANT: Make sure Moray is setup properly to work
with POV-Ray This section has more details.
- Start PoseRay and on the Input tab click on Load... and select the desired model (or models).
- After the model loads you can see the
model in the preview window. You can also modify
the materials and geometry if needed. Camera and lighting is not
used for Moray export.
- Go to the Moray export tab and press Save... Default options should work for most cases
- Run Moray and import the UDO file just created. Moray may ask you to
add the directory where the file is, just press OK to add the location of
the file.
Rendering a Poser scene in POV-Ray:
- Create the scene in poser and save it. (PZZ or PZ3 format). If you are using animation for dynamic clothing make
sure that the camera at frame 1 is the one you want. PoseRay only reads the
camera at frame 1.
- In Poser go to File | Export | Wavefront Object
and save the scene as a Wavefront OBJ file. Use the default options.
- Start PoseRay and in the input tab click
on Load and then Poser scene... and select the files saved above. Also
type in the directories where you want to start searching for Poser
textures. Typically this will be the ..\poser\runtime folder. You can add
several directories to the list in case you have several runtimes. PoseRay
will save the directory list for future use.
- Sometimes Poser mangles the normals and does
not join vertices when
exporting OBJ files. To prevent this check cleanup geometry in
this dialog.
- If you want to read the camera and lights
that were present in the Poser scene then check read camera and read lights.
- After the scene loads go to the preview
tab and make sure the camera and lights are the way you want it. Also check that
there are no missing or incompatible textures by looking at the warning
text on the status tab. Click on the [+] button at the bottom of PoseRay to get more details.
- Go to the POV-Ray export options tab and
press Save & Render... (defaults should work for most cases).
- A common problem is that materials that
were invisible in Poser are not in the POV-Ray render. If the material is
100% transparent but it has specular properties then it is not completely
invisible. To make sure a material is invisible click on the make
material invisible button in the materials tab.
- More POV-Ray export details in this section.
Rendering a DAZ|Studio scene in
POV-Ray:
- PoseRay was tested with DAZ|Studio 1.3.1.0. PoseRay may not work at all with earlier
versions.
- Export the scene from DAZ|Studio using
File | Export and select Wavefront Object and then use the Bryce preset for the export options. DAZ|Studio automatically saves a
copy of the scene textures in the same place in the directories /convertedmaps and /maps.
PoseRay will need those maps to read the scene.
- If you want to use the lights and camera
then save the camera and lights presets as plain text DAZ|Script
files (*.ds). To save the right camera go to the Scene tab in DAZ|Studio
and select the camera that you want to export and then save it as a
camera preset.
- Start PoseRay and click on Load... and then on DAZ|Studio scene...
and select the files saved in the step above.
- After PoseRay loads the scene check that
there are no missing or incompatible textures by looking at the status
messages at the bottom. Click on the [+] to get more details.
- Go to the preview tab and make sure the
camera and lights are
the way you want it. DAZ|Studio camera import is still experimental and
may not work in all cases. PoseRay will import all the cameras that were
present in the camera preset file. They are added to the camera list in
the preview tab and PoseRay automatically selects the last one.
- Go to the POV-Ray export options tab and press Save & Render
(defaults should work for most cases).
- A common problem is that materials that were invisible in DAZ|Studio
are not in the POV-Ray render. If the material is 100% transparent but it
has specular properties it is not completely invisible. To make sure a
material is invisible click on the make material invisible button
in the materials tab.
- More POV-Ray export details in this section.
Using PoseRay to import models into Poser or DAZ|Studio
(or other auto-smoothing programs):
Poser 4 and DAZ|studio automatically smooth the meshes and disregard any
normal information. PoseRay can break a model so that sharp edges are kept
even after full auto smoothing. This is important if you want to import a
model into Poser/DAZ|Studio and keep the proper appearance of any sharp
edges.
- Start PoseRay and load the model or scene
that you want to import.
- Check the preview and confirm that
the model is loaded right. If you want to fix the sharp edges continue to
step 3 else skip to step 11.
- Go to the geometry tab after the model loads.
- If the file is DXF, RAW or POV-Ray mesh
(POV, INC) then check Weld equal vertices only and press update.
- In the preview check that the
face orientation is right. Check show normals in the
preview options section. If normals are shown pointing out of the surface the
geometry is oriented right.
- Go to geometry tab and if the normals are not pointing out of the surface then check both
Flip normals and Reverse vertex winding
only and press update
- In the geometry tab select a normal
crease angle. Usually 35 to 60 degrees works best. A crease angle of 0
will make the model have flat faces and 180 will make the model appear
fully smooth. Clear all other options.
- To preview the appearance of the smoothed
model check calculate normals only and press update. Increase the angle if
you want the surface to be smoother.
- Once you have settled on a crease angle
check split faces only and press update.
Since splitting faces creates extra vertices the modified model will have
a larger file size than the original.
- Change material properties if desired.
- Go to the OBJ Output tab. Make sure that Fix materials and group names is checked. Then
click on Save.
- In the export options either save to the
same directory where the original model is or check Copy all maps to
the same directory if you are saving it to another directory. Poser
(at least version 4) needs the textures either in the same directory were
the model is or in the Runtime/Textures directory.
- Import the modified model into Poser or
DAZ|Studio as a Wavefront model.
Importing a Poser scene into Moray:
- Make sure Moray is setup properly to work
with POV-Ray. This section has more details.
- Follow steps 1-4 of importing a Poser scene into POV-Ray.
- After the scene loads check that there
are no missing or incompatible textures by looking at the warning text on
the status panel at the bottom. Click on the [+] to get more details.
- Go to the Moray export tab and press
Save. Default options should work for most cases
- Run Moray and import the UDO file just
created
- You can get more Moray details in this section.
Importing a
DAZ|Studio scene into Moray:
- Make sure Moray is setup properly to work
with POV-Ray. This section has more details.
- PoseRay was tested with DAZ|Studio 1.3.1.0.
- Export the scene from DAZ|Studio using
File | Export and select Bryce 5 Object. DAZ|Studio automatically saves a
copy of the scene textures in the same place under /convertedmaps and
/maps directories. PoseRay will need those maps to read the scene.
- Start PoseRay and click on Load... and DAZ|Studio
scene... and select the file saved in the step above.
- After PoseRay loads the scene check that
there are no missing or incompatible textures by looking at the status
messages at the bottom. Click on the [+] to get more details.
- Go to the Moray export tab and press
Save. Default options should work for most cases
- Run Moray and import the UDO file just
created
- You can get more Moray details in this section.
Rendering a Poser Animation (Batch
processing)
- Create the animation in poser and save the
scene. (PZZ or PZ3 format)
- In Poser go to File | Export | Wavefront
Object and save the animation as multiple OBJ files. This may take a long
time for dense meshes and numerous frames.
- For this tutorial I will assume that the
OBJ files are called walk_0.obj, walk_1.obj, walk_2.obj, ...
walk_60.obj with a common material file walk.mtl and a scene file walk.pz3
- Start PoseRay and load the Poser scene made up of walk_0.obj and walk.pz3.
- Check that there are no missing or
incompatible textures by looking at the warning flag on the status text at
the bottom.
This step will ensure that the materials are properly set and that there
are no orphan image maps. Poser sometimes uses TIFF images that may not
be compatible with POV-Ray. You can convert them in the materials tab.
- Go to the preview and set the camera
to what you want. Camera and lights are not animated so they will be
fixed during the animation.
- Go to the material tab and press Save...
to save the materials as an MTL file. This will contain
the updated material file for the animation. It has the right paths for
all the image maps. In this tutorial it will be called walk_materials.mtl.
- Now from the input tab click on Load... and tehn Batch...
and select ALL the OBJ files from the animation
(walk_0.obj to walk_60.obj). PoseRay will ask if a common material file is
to be used. Click yes and select the file saved earlier (walk_materials.mtl).
PoseRay will automatically switch to the batch options tab.
- For a Poser animation select Use a POV file. For the POV file you can leave it at
poseray_batch_render.pov This will be the root name of all images created
by POV-Ray for this batch.
- Make sure that the input file name prefix
is right. Using the files above the prefix should be walk_
- If you are using the clock variable
during the animation set it. Clock = 0 for the first frame (walk_0.obj)
and clock = 1 for the last frame (walk_60.obj)
- Initial frame is the first index of the
input files. For the files in this tutorial Initial frame = 0 because the
first input file is walk_0.obj
- Common object name can be left
unchanged
- The common input material is displayed here
in case you want to change it.
- You can leave the default POV-Ray
material file as a common file.
- Set the size of the render in the POV-Ray |
Options tab.
- Click on Save&Render to create the
files. The render files created by POV-Ray will be
poseray_batch_render0.ext to poseray_batch_render60.ext
- Once POV-Ray is done use your favorite program to put all the
rendered frames into a movie. You can use VirtualDub for this purpose.
Changing the materials in POV-Ray:
PoseRay can edit some of the material properties but POV-Ray allows you
much more flexibility and power. If you want to use some of the nicer
materials available in POV-Ray you can modify the *_mat.inc file created by
PoseRay. For example the following is a definition from a typical material
include file for a material called SkinBody_1:
#declare SkinBody_1=
material{
texture {pigment {color rgb <1,1,1> transmit 0}} //underlying color
texture {pigment{p_map4} //image map
normal{p_map5} //bump map
finish {phong 0 phong_size 30 ambient rgb <0,0,0> reflection{0}}}
}
If you want to use one of the built in POV-Ray glass materials you can
change the definition to look like
#include "glass.inc" //T_Glass1 is in glass.inc
#declare SkinBody_1= material {M_Glass1} //use M_Glass1 for the SkinBody_1 material
Creating a morph target for Poser using mesh
displacement in PoseRay:
- In Poser load the model that you want to
apply the morph to. Zero the joints and make sure that the hip, body
position and rotation are zero.
- Export the body part that you want to
apply the morph to as a Wavefront OBJ file. Leave the options in their
default state.
- Load the body part into PoseRay as an OBJ
file and go to
the geometry tab and load the displacement map that you want to use. The
map will use the UV coordinates so it will use the same template as a
texture.
- Enter the values and click on update
geometry from original geometry button in the geometry tab. Change values
and update until you are happy with the results. Remember that Poser
models have very small extents so start with a small amount of
deformation.
- Save the modified geometry into a OBJ
file.
- Go back to Poser and select the body part
you want to morph. Load the file saved in PoseRay as the morph target and
name the morph. Change the dial in Poser to get the morphed geometry.
How do I merge an exported model from PoseRay into an
existing POV-Ray scene?
PoseRay can create complete POV-Ray scenes but if you have an existing
scene where you want to place a converted mesh then check Only export
geometry and material files in the files section of the POV-Ray tab.
This option will export POV files with the geometry and the materials only.
In your existing POV-Ray scene you can add an include statement at the top of
the scene file and call it in the code as shown below. Once the model is
loaded as an object{} you can manipulate it inside POV-Ray as any other
object.
The example below assumes the geometry was saved into
poseraymodel_POV_geom.inc and the materials were saved into
poseraymodel_POV_mat.inc. Make sure that POV-Ray can find them when it runs
so best place to put it is in the same directory as the main scene file. The
materials are called from poseraymodel_POV_geom.inc so there is no need to
include an additional call for poseraymodel_POV_mat.inc.
//top of pov file with the existing scene
#include "poseraymodel_POV_geom.inc" //geometry file that PoseRay exported
.
.
//POV-Ray commands here.....
.
.
//call the model that is inside poseraymodel_POV_geom.inc.
//In this example it is called PoseRayModel (Capitalization matters)
object{ PoseRayModel } //modifiers are accepted
.
.
//end of pov file
How to create a height field
from an image map
- Load the model poseray_plane.obj. It is
in the directory where poseray.exe is located. This plane is centered at
the origin, 1 unit by 1 unit and has UV coordinates from 0 to 1 along
each edge.
- Go to geometry tab and flat subdivide the
model several times. This will create a high resolution mesh from the
plane.
- Go to the subdivision subtab and select
the image map you want to use. Enter a min and max displacements.
- Press update to deform the mesh.
- Do a single smooth subdivision using the
default settings. This will smooth out sharp edges.
- To smooth out the appearance go to the Faces,
vertices & Normals subtab and make the crease angle 180 deg and press
update.
- The plane is smoothed and deformed. Now
it can be textured and used in a render. You can save it as a OBJ file
and used in other scenes.
- This is a very similar procedure to what POV-Ray does internally
with the height_field object. The main difference is that with PoseRay
you can control how dense the mesh is and that you can save the deformed
mesh.
Tips on reducing amount of memory needed by
PoseRay.
PoseRay can take quite a large amount of memory for very complex models.
It saves triangles, normals, vertices, UV coordinates and materials among
others. The use of the OpenGL ® API also requires memory for maps and display
lists.
The settings that will allow you use less memory are listed below:
- Enable preview. Located
on the options section of the Preview tab. Un-checking this option will disable the
preview and clear the data from memory.
- Preview map size [ ] x
[ ]. Located in the Preview tab under Options . All preview images
in PoseRay are 32 bit. This means that every pixel in an image requires 4
bytes. So for a preview map at a resolution of 1024x1024 the needed
memory is 4 MB. If the preview map is resized to 128x128 then the memory
needed is 65 KB (less than 2% of the memory needed for the original
image).
- Model subdivision dramatically increases the allocated memory. Do
not subdivide a model if it is not needed.
Tips on POV-Ray render times
Sometimes POV-Ray parse/render may take a very long time. The following
items will lengthen the time to get a rendered image:
- Focal blur
- Radiosity
- Transparency and reflection
- Too many lights, very dense area lights, area lights with jittered shadows
- Anti-aliasing
- High resolution of the render
- Very dense meshes
- High resolution maps. You can reduce the map dimensions by enabling the resizing of all the maps
when you click on the Save & Render button in PoseRay. There is no point
in having a 4000x4000 resolution map if your rendered image will be about
640x480 and the map will cover only a small fraction of that image. High
resolution is only good for close-ups.
What
types of files can PoseRay handle?
PoseRay will extract polygon meshes from ASCII or binary files. ASCII
files can be line terminated by CR, LF or a combination of them. Besides mesh
PoseRay will extract the material properties and load any image maps that the
model uses if they are present. Although I do not have an extensive list of
3D applications PoseRay has been tested successfully with exported models
from 3DExploration, Poser, DAZ|Studio, Cinema 4D, AutoCAD, Rhino3D, Wings3D,
Anim8or, Xfrog, Blender, Milkshape, MetasequoiaLE, ppModeler, and UVmapper.
It is difficult to say from which 3D programs PoseRay will recognize the 3D
model files but below is a description of how it handles each format to give
you and idea.
Wavefront (OBJ) (ASCII)
Geometry: Only groups identified with the g 'groupname'
entry will be recognized. Each group in the OBJ file is preserved in the
conversion. If the group is reused many times in the file it will be
combined into a single group. PoseRay reads the vertex data in vertices
(v), normals (vn) and texture coordinates (vt). Weights in these entries
will be ignored. The polygon faces recognized are defined by f or fo
statements and can have positive or negative vertex indices. If the a face
has more than 3 sides PoseRay will break it up into triangles but the
vertices will be left unchanged. The line entities (l) will be also read
and if it has more than 2 vertices it will be broken into line segments.
The least minimum that a OBJ file must contain so that PoseRay can load it
is a vertex list (v statements) and a face list (f or fo statements) or a
line list (l statements). Normals and texture coordinates are
optional.
Materials: PoseRay reads the material names from the OBJ
file. Then it opens the linked material file (.MTL) and reads the material
properties. Materials not used will not be loaded. If a material is not
listed on the mtl file PoseRay will use a default white material. If there
are polygons with no material calls in the OBJ file then PoseRay will
assign a generic material to them called 'poseray_material' and it will be
set to default white. PoseRay will recognize the following material
commands: Ns, Ka, Kd, Ks, d, tr, map_Kd, and map_Bump. If the material file
is not present then all materials will have a default white color but will
still be separated by name. The specular exponent (Ns) is taken to be
glossiness from 0 to 1 if the file was exported from DAZ|Studio or if the
materials were read from a Poser file. Ns will be assumed to be an exponent
for any other OBJ file. If the model was exported from DAZ|Studio
transparency mapping will not be visible in PoseRay but it will work in
POV-Ray.
AutoDesk 3D Studio (3DS)
Geometry: PoseRay will read 3D studio version 3 or later
3DS binary files although it will try to load any 3DS file. Meshes will be
read as a set of triangles linked to a set of vertices and uv mapping
coordinates. Each mesh entry in the file will be assigned as a group.
Normals are automatically calculated for all the meshes. If the file is
truncated PoseRay will try to close the mesh properly. Parenting
information is not read. The geometry will be rescaled by the master scale
in the file.
Materials: PoseRay will read diffuse, bump and
transparency map names (including paths). Surface properties include color,
ambient, highlight, glossiness, transparency, reflectivity and bump
strength. It can read percent or integer values and 24bit or floating
values for colors. If no material definitions are found in the file then
PoseRay will create a new material and all the polygons will be linked to
this new material. Some 3DS files may have unusually high ambient
colors.
LightWave
5 and 6+ (LWO)
Geometry: PoseRay will recognize binary LightWave 5 object (LWOB), LightWave 5 Layered object
(LWLO) and LightWave 6 object (LWO2) or
later files. The faces will be grouped with the surfaces if there are no
layers present. If the file is layered then it will group the geometry by
layers. If the layers do not have a name PoseRay will name them "Layer_1,
Layer_2,...". Layer offsets are kept after loading the file. If the model
uses subdividing patches it can be subdivided in
the geometry tab. You can check if the model uses subdivision surfaces by
looking at the status text window
Materials: For LightWave 5 files the properties recognized
are color, diffuse multiplier, ambient, specular level, reflectivity,
transparency, glossiness, color map, bump map, transparency map, projection
axis, projection mode, map size, map center and bump amplitude. In case the
model is LightWave 6+the same material properties from a LightWave 5 model
are also recognized plus map wrapping and map rotation. For LW 6+ files the
material is read by blocks and only the first block of each material
property will be read. VMAP, VMAD, Planar, cylindrical, spherical and cubic
UV mapping are supported. After reading a LWO model you may need to search
for the maps using the search tool in the materials tab.
POV-Ray
mesh or mesh2 objects (POV, INC)
Geometry: PoseRay can read triangle meshes defined as
mesh{} or mesh2{}. UV and normal information is also read. Each mesh is
saved as a group. PoseRay can handle comments and other POV-Ray code. Mesh
types can be mixed in the same file. Note: This format
replaces the UDO import. Models created by Moray can still be imported
through the INC files that Moray saves. PoseRay cannot parse any transformations in the mesh
Materials: Because of the complexity of the shading
language PoseRay only reads the material entry in the mesh and saves it as
a POV-Ray material in the material tab. PoseRay assumes that the materials
are defined separately and identifiers are used in the mesh. PoseRay reads
the identifiers only. Unspecified materials will default to
white.
Virtual
Reality Modeling Language - VRML (WRL, GZ)
Geometry: PoseRay has a very limited VRML import function
that can read indexed face and line sets from ASCII VRML 1.0 or 2.0 files.
Transformation nodes are recognized and modify the vertices as they are
read. Each mesh node is saved as a group. All polygons must be closed with
-1. PoseRay can also load gzip-compressed VRML files with the extension *.gz.. Predefined shapes such as cylinders, spheres, boxes etc will not be
recognized.
Materials: Basic material properties are recognized.
Materials saved as DEF statements can also be read. Shape nodes with
repeated material nodes will be merge into a common material. Unspecified
materials will default to light gray.
AutoDesk
Drawing Interchange Format (DXF)
Geometry: PoseRay can recognize ASCII AutoCAD R10 DXF
files or later although it will try to read any DXF file. PoseRay can read
3DFACE and polygon mesh entities encapsulated by the POLYLINE entity. Faces
with 4 vertices will be broken into 2 triangles. Normals are automatically
calculated for both polygon descriptions. Geometry will be separated into
layers or blocks where each will be a group.
Materials: DXF files only store the surface color. PoseRay
will read the colors by block, by layer or the local color. Materials will
be named ACAD_color_# where # is the AutoCAD color used.
Default AutoCAD colors from 1 to 255 are recognized. Unspecified/out of
range colors will default to white (ACAD color 7).
Raw
Triangle file (RAW)
Geometry: PoseRay can read multiple objects in raw format.
The file must be in ASCII format and contain a triangle definition per
line. A new object will be delimited by having a name at the start of the
group of triangles that corresponds to that object. For example a RAW file
can be defines as shown below. The x,y,z are the 3D coordinates of the
triangles. The RAW file can be space, comma or tab delimited. Blank lines
will be ignored.
Wheels
x1 y1 z1 x2 y2 z2 z3 y3 z3
x1 y1 z1 x2 y2 z2 z3 y3 z3
x1 y1 z1 x2 y2 z2 z3 y3 z3
.
.
Doors
x1 y1 z1 x2 y2 z2 z3 y3 z3
x1 y1 z1 x2 y2 z2 z3 y3 z3
x1 y1 z1 x2 y2 z2 z3 y3 z3
.
.
Hood
x1 y1 z1 x2 y2 z2 z3 y3 z3
x1 y1 z1 x2 y2 z2 z3 y3 z3
x1 y1 z1 x2 y2 z2 z3 y3 z3
.
.
Materials: Raw files do not contain material information.
All geometry will be linked to a default material. PoseRay can create
materials from the groups in the materials
tab.
All Formats:
Geometry: If there are polygons without a group name then
PoseRay will create a generic group. Any degenerate faces will not be read
and any degenerate normals will be set to (1,0,0).
Image Maps:
PoseRay is able to load the following map types:
- JPEG images (.jpg, .jpeg)
- TIFF (.tif; .tiff)
- GFI fax images (.fax)
- sgi (.bw, .rgb, .rgba, .sgi)
- Autodesk (.cel;.pic)
- Truevision (.TGA; .vst; .icb; .vda; .win)
- Zsoft (.pcx, .pcc)
- Word 5.x screen capture files (.scr)
- Kodak Photo-CD images (.pcd)
- Portable pixel/graymap images (.ppm, .pgm, .pbm)
- Dr. Halo images (.cut,.pal)
- CompuServe images (.gif)
- SGI Wavefront images (.rla,.rpf)
- Standard Windows bitmap images (.bmp,.rle, .dib)
- Photoshop images (.psd, .pdd)
- Paintshop Pro images (.psp)
- Portable network graphic images (.png)
For formats where vector and raster elements are present the raster part
is the only one recognized. If an image has several layers only the bottom
layer will be loaded. Any image type not listed above will not be displayed
but will be kept in the translation.
Limitations/Known Issues
- Materials
- Sometimes materials in Poser files
are not loaded right. This is related to how the materials are
exported by Poser into the obj files. Poser will name all the figure
materials properly but props that share the same name will be named
the same even if they are different in Poser. For example if there
are two boxes each with its own color in Poser they will have the
same material name (preview) when exported from Poser.
- With a Poser scene if there is more
than one texture with the same name in the Poser directory PoseRay
may use the wrong texture. If this happens use the search in the materials tab to
find the right one.
- Specular strength is not exported by
DAZ|Studio files. PoseRay assumes that all materials have 100%
specular strength which may result, under some circumstances, in
renders with glossier surfaces than the DAZ preview.
- Reflectivity is not exported from
DAZ|Studio in OBJ files so reflective objects in DAZ|Studio will not
be reflective in PoseRay unless they use a reflection map.
- Cartoon mode cannot be copied onto the POV-Ray materials tab.
- Only bump nodes are read from Poser 5 and 6 PZ3 files.
- PoseRay cannot read the full material from POV-Ray files. It will use generic materials
- Preview
- PoseRay cannot show accurately all
the lights in the scene if there are too many of them. The OpenGL ®
API in Windows is usually limited to 8 lights. Any more will be
merged into 6 weighted global lights. This depends on the
implementation of the OpenGL ® API in your hardware. PoseRay will
check for how many lights it can use before displaying them. This
only affects the preview and the POV-Ray render will use all the
lights.
- PoseRay does not show shadows.
Because of this the image rendered in POV-Ray may look darker than
the preview in PoseRay.
- Sometimes transparent textures in
PoseRay look strange. The OpenGL ® API (v1.1) requires polygon
sorting for transparency to show properly and I have not implemented
that into PoseRay. PoseRay can display threshold transparency to
alleviate this and will work most of the time for previewing
purposes.
- Bump maps are not shown in the preview.
- PoseRay lighting is by vertex. This
means that light calculations are done from vertex to vertex. If the
model has a very coarse mesh any lighting on it shown in PoseRay will
look very blocky. The render in POV-Ray will not show this
limitation.
- PoseRay cannot preview .IFF maps.
- PoseRay cannot show POV-Ray materials
in the preview.
- PoseRay only shows reflection as 100%
and it is just a rough approximation of a real reflection.
- DAZ|Studio camera import is
experimental right now and may not work well if the camera has any
roll.
- Geometry
- Sometimes placeholders do not
transform well in the geometry tab. Add them after any
transformations are done.
- PoseRay does not read parenting
information from 3DS files. This may result in models with parts not
aligned or scaled properly when read.
- Under rare conditions the
triangulation routine may not be able to break some folded or crumpled polygons.
- Subdivision of UV coordinates may give bad results on unusually folded meshes.
- Subdivision of UV coordinates will be distorted if the original mesh is very coarse.
- Not all models subdivide well. Usually organic models work best with default settings.
- Having groups not cast shadows will slow down the process of creating the POV files.
- PoseRay only reads POV files with mesh or mesh2 objects. Anything else is ignored.
- PoseRay will not read mesh or mesh2 files if they have transformations applied.
- POV-Ray
- Materials using PNG maps may show too
dark in POV-Ray renders. You can convert to another format in
PoseRay.
- Materials using TIFF maps may show
washed out in POV-Ray renders. You can convert to another format in
PoseRay.
- Other
- The batch file method of rendering a set of models may not work
in Windows 98. It was tested only on Windows XP and the behavior of
the batch commands may be different between Windows versions.
Help!
Warning Messages:
- Help file
poserayhelp.htm missing - must be in PoseRay's directory. The
help file was not found. Check that it was extracted properly from the
download archive.
- POV-Ray
executable not set in POV-Ray render options tab. This is
shown the first time you run PoseRay. PoseRay needs to know where POV-Ray
is if you want to directly render the POV files from PoseRay. Just go to
the POV-Ray tab, render options tab and enter the location of the POV-Ray
executable (pvengine.exe). The filename may be different if you use a
special build of POV-Ray. For example MegaPOV uses megapov.exe
instead.
- Material
(materialname): Map filename.ext is not compatible with
POV-Ray. Convert image. POV-Ray can only use gif
(non-interlaced), TGA, iff, ppm, pgm, png, jpg, tif and bmp. You
can convert the map by going to the materials tab, select the material
and convert the map to a compatible format. Special builds of POV-Ray may
be able to read other formats but PoseRay only checks for these.
- Material
(materialname): Map filename.ext not found. Use search tool
in materials tab. If the map was not found you can use PoseRay
to find it. The search utility is in the materials tab.
- Material
(materialname): POV-Ray cannot use filename.ext because it
uses LZW compression. The map uses LZW compression and POV-Ray
will not display it properly. You can convert it to TGA or JPEG in
PoseRay's material tab.
- Material
(materialname): POV-Ray will not load filename.ext because
of non ASCII characters in filename. POV-Ray (at least for
windows) will not load image maps that have international characters in
their filenames. You can resave the file with another name in PoseRay.
- Material
(materialname): POV-Ray cannot use filename.ext because it
is interlaced. The map is an interlaced image and POV-Ray will
not load it. You can convert it to TGA or JPEG in PoseRay's material
tab.
- There are no
vertices in geometry. Check transformation. This usually
happens after welding vertices with a very large tolerance resulting in
all vertices welded into a single point.
- There are no
faces in geometry. Check transformation. This usually happens
after welding vertices with a very large tolerance resulting in all
vertices welded into a single point and all faces disappearing.
- Geometry extents
too large. POV-Ray may not render it properly. POV-Ray is
limited to how far the camera can be from the extents of the geometry.
PoseRay checks that the geometry bounding box diagonal be no larger than
106 units.
- Geometry extents
too small. POV-Ray may not render it properly. POV-Ray has a
minimum tolerance for the geometry size. PoseRay checks that the geometry
bounding box diagonal be no smaller than 10-6 units.
- Geometry too far from origin. Recenter to
avoid precision loss. PoseRay will loose preview precision if
all of the geometry is too far away from the origin. This is visible by
broken polygons in the preview. Only the preview is affected and POV-Ray,
OBJ and Moray output is not affected. Internally PoseRay uses double
precision. The threshold is at (magnitude of geometric center)/(bounding
box diagonal)=30000.
Troubleshooting:
Read the limitations first.
Most crash problems can be traced to outdated
video drivers so make sure that you have the latest video drivers for your
hardware.
Problem: PoseRay does
not work or crashes.
Suggestions:
- If you are using Windows 95, Windows
98 or Windows ME I strongly recommend upgrading your operating system
to at least Windows 2000. The latest release of PoseRay uses memory
management tailored for NT systems (such as Windows 2000 or Windows
XP) and was not tested with Windows ME, Windows 98 or Windows 95.
- Check that you have the latest
official drivers for your video card. For PoseRay to work your card
must have hardware acceleration for OpenGL ® API v1.1 or later.
Software rendering was not tested and it is not supported.
- The model may be too close to the
viewer. Set Camera to Show All to re-center the model on the window.
If the window is still black then an OpenGL ® API error may have
occurred or you are running out of memory or resources. Close
unnecessary programs and restart PoseRay.
- If you need to use Windows 95 you
must have the latest libraries for the OpenGL ® API to work. You can
obtain them from the Microsoft support
site. PoseRay was not tested with Windows 95 so it may not work
at all.
- I have received reports that the
combination of Norton System Works 2000 and Windows 98 does not work
well with PoseRay.
- You applied too many subdivisions
creating a very dense model and overwhelming the system. Do not
subdivide a model unless it is needed to improve appearance.
- Check that you are not running out of disk space.
Problem: I closed the Preview window. How do I get it
back?.
Suggestion: Go to the Preview tab and press Show Preview
button at the top.
Problem: I loaded DAZ's
Victoria and/or Michael model (or derived model) from Poser into PoseRay.
The eyes have a frosted appearance.
Suggestion: Go to the materials tab and load a Poser
scene file with the proper materials or select eyeball and press Make this material invisible.
See this tutorial on how to properly import a Poser
scene.
Problem: PoseRay loaded a Poser scene with the wrong texture.
Suggestion: PoseRay automatically searches for the
textures using their names only. Paths are discarded. If there are two
different textures with the same name PoseRay will load the first it finds.
If it loads the wrong one then go to the materials tab and for the wrong map
click search. PoseRay will display all the maps in the search paths that it
found. Pick the right one from the list. All the other links to the same map
will be updated for all materials if you have Auto-update activated.
Problem: Texture has a
grainy appearance in the POV-Ray render although the texture is smooth.
Suggestion: Use the recursive high quality (+A0.1) anti-alias setting.
Problem: Transparency
effects do not look good in PoseRay.
Suggestion: This usually happens with overlapping
transparent surfaces. Click on use cutoff on the Preview tab under options.
This only changes the preview and does not modify the maps.
Problem: PoseRay gives
an error or does nothing with a DAZ|Studio script with camera or lighting
Suggestion: The file may be created with a beta version
of DAZ|Studio. Upgrade to the official release and also make sure that
the file was saved as a plain text DAZ script (*.ds).
Problem: Sometimes the
POV-Ray render model shows random dark blocky spots on a surface.
Suggestion: POV-Ray has problems with coincident
geometry. Two or more triangles taking up the same room in 3D space. Some
models may have this problem and you can use the geometry tab and
deselect the offending material or group before rendering in POV-Ray.
Problem: Sometimes the
model shows artifacts around the edges of shadows.
Suggestion: This is a known problem with mesh geometry
in POV-Ray. See section 2.4.8 of the POV-Ray 3.6 manual for details. I
have found that decreasing the light intensity and using some filler
lights alleviate this problem. Also if the model is low resolution you
may want to subdivide it to make it
smoother.
Problem: The POV-Ray
render does not match the resolution I typed in PoseRay.
Suggestion: Make sure that the command line box in
POV-Ray's toolbar is empty before you render.
Problem: After
subdivision the model shows numerous gaps.
Suggestion: Weld the vertices before subdivision to
prevent gaps.
Problem: The sky is not
blue behind the clouds
Suggestion: Some of the skies have transparent areas and
will let through the background color. Set the background color to what
you want first and then set the sky.
Problem: The sky is not
visible
Suggestion: Make sure the camera is in perspective mode.
If you are using a floor check that the camera is not covered by it.
Problem: PoseRay shows
black or transparent areas on the model where I know it is not.
Suggestion: The model has normals or winding order in
the opposite direction. By default PoseRay displays surfaces with the
color in the direction of the normal and applies black to the back. Check
on Apply mats to both sides and Draw double
sided on the preview tab.
Problem: The textures in
the POV-Ray render have a washed out appearance.
Suggestion: This usually occurs with TIFF textures from
Poser. You can convert them in PoseRay to JPEG.
Problem: The POV-Ray
render has a dark band/shadow over the model and sky
Suggestion: Make sure that a light originating below the
ground is not casting shadows. The headlight always casts shadows.
Problem: I apply a map
on a model but it does not show or the model just changes color.
Suggestion: The material where the map is being applied
does not have UV coordinates. Create some UV coordinates in the Geometry
+ UV tab for that material.
Problem: A model is
shown with inverted transparency mapping
Suggestion: Go to the materials tab and click on Invert mapping button.
Problem: PoseRay is not
displaying reflections
Suggestion: PoseRay uses spherical reflection mapping to
give the illusion of a reflective surface. For this to work PoseRay
checks for the extension ARBMultiTexture which is available in later
versions of the OpenGL ® API. Also there must be an background map loaded
(see preview tab).
Problem: I try to
re-render a scene in POV-Ray but it renders it very fast and does not
update the image.
Suggestion: The Render can be paused
option may be enabled in the POV-Ray Render options tab in PoseRay.
Disable it and re-render from PoseRay.
Problem: Poser 5 dynamic
hair does not show right.
Suggestion: Poser 5 exports hair as line elements.
PoseRay can read those lines with no problem but unfortunately it seems
that Poser 5 does not export all the dynamic hairs. It only exports the
guide hairs. Maybe in a future service pack this may be enabled.
Problem: POV-Ray started
a render but nothing happens and it seems locked.
Suggestion: POV-Ray takes some time to parse the files
before it renders them so it may look like it has stopped responding.
Look at POV-Ray's bottom status bar while it processes the file.
Problem: The line mode
preview is too slow.
Suggestion: With some OpenGL ® API implementations line
preview is very slow. Disable Apply mats to both sides
in the preview options to speed this up. Also upgrading to the latest
video drivers should help.
Problem: I lost the INI
file and want to render the scene with the proper settings. I still have
the POV and INC files.
Suggestion: Start POV-Ray, load the pov file. There
should be a line in the comments that looks similar to "//+W1016
+H544 +FT +AM2 +A0.3 +UA". This contains the render settings
that were saved in the ini file. Right click on that line and select copy "..." to Command Line to transfer them to the
command line box in the toolbar. Then press Run and the
scene will render with the settings that you wanted.
Problem: I exported the
files. Now what?
Suggestion: Make sure that all the files are in the same
directory. Start POV-Ray, load the ini file that PoseRay created, clear
the command line box in POV-Ray's toolbar and click on render.
Problem: Where is
PoseRay's source code?
Suggestion: At this time I will not release the source
code. If you need to run PoseRay in Linux or Mac OS you can try an emulator.
There are instructions now for setting up PoseRay in
Linux using Wine or VMware. I may release the source at a later date.
Problem: I see some
texture seams on the preview tab. I know my texture is perfect. What is
wrong?
Suggestion: By default PoseRay internally resizes the
textures before using them in the preview tab. This resizing will degrade
their appearance in PoseRay. This will not affect the final rendered
image in POV-Ray. If you want to see the textures closer to their actual
size change the preview map size option in the Preview tab under options.
Then press reload maps to update the preview.
Problem: The POV-Ray
render is too dark.
Suggestion: Use more lights, increase the light
intensity or enable radiosity.
Problem: Cannot get
Moray 3.5 to work with POV-Ray.
Suggestion: Read this section
for tips on getting Moray to work.
Problem: The geometry is
too small/big or aligned wrong.
Suggestion: Use the scaling, translation and rotation
tools in the geometry tab.
Problem: I exported a
OBJ file from Poser 3 but it does not have any materials no matter what
options I select.
Suggestion: Unlike Poser 4, Poser 3 does not export MTL
files but it will include the material calls in the OBJ file. Make sure
that the version of Poser that you are using has been updated to the
latest revision. Go to e
frontier for free revision updates available for Poser 3, 4, 5 and
6.
Problem: How do I make
the POV-Ray files portable?
Suggestion: If you want to render the scene in another
system when you export the files select Copy all maps to the same
directory. This will place all maps in the same directory and
will not include any path information in the POV files. Copy the .ini,
.inc and .pov files and all the maps into the same directory into the
other system.
Problem: I loaded a set
of materials from a Poser file but it does not set all the materials
right.
Suggestion: See the limitations.
Problem: I just loaded a
model and it looks too bright (or just white).
Suggestion: This usually happens with 3DS models.
Sometimes they have a very high ambient color. Go to the materials tab
and increase the glossiness and make the ambient color darker. To do it
for all materials right click over the material property and select apply
to all materials.
Problem: The POV-Ray
render is just a solid color or just black
Suggestion: If you are using a floor check that the
geometry is not below it. If the scene is inside a closed room do not use
parallel lights. The enclosing room will not let any light in. Use point,
spot or area lights and make sure that they originate inside the room.
Problem: I created a
scene in Poser with the built-in props (cone, box, ball, etc) and when I
export them I only get one material: 'preview'. I had every object with
different material properties now all of them use the same material.
Suggestion: This is a limitation of how Poser exports
.OBJ files. In poser the material name for each built in prop is
'preview'. When the file gets exported all the materials get merged into
the same because they use the same name. This only occurs with props,
figures are immune to this. You can import the scene into DAZ|Studio and
export it again in OBJ format. DAZ|Studio keeps the names separate.
Problem: PoseRay seems
to hang while reading camera, material or light information from a Poser
file.
Suggestion: PoseRay may take a long time while searching
for the camera and light information contained in large .PZ3 files. It
may take longer if the file is a compressed file (.PZZ). This may give
the impression that PoseRay has stopped working but it is still searching
just give it a minute or so to search. In a 23MB file PoseRay can take
about 20 seconds to search for the camera. The speed also depends on your
system.
Problem: I used a sky
but the POV-Ray render shows it repeating below the horizon.
Suggestion: POV-Ray skies work best with the ground
visible. Activate the ground (in the Preview tab under options) before
exporting the POV-Ray scene.
Problem: How can I get
the cool effects with environmental maps using PoseRay?
Suggestion: POV-Ray does not support environmental maps
but you can get the real thing using reflectivity. Turn the reflectivity
of the material to more than 30% and set the glossiness to about 50%. Add
a background other than a simple color so that the material reflects it.
If you enable metallic make sure that the pigment color is not too dark
or it will barely reflect.
Problem: Reflective
surfaces look too bright in POV-Ray.
Suggestion: Background color will reflect. For example
if you have a reflective ball and a white background the ball will look
almost solid white. Try using a darker background if possible. A sky will
reflect nicely also and it can be added in the preview tab.
Problem: I can't get a
texture to line up properly in POV-Ray.
Suggestion: In some models if two coincident surfaces
are textured POV-Ray may select the wrong one to display. Removing the
texture that is a problem may help. If the texture is the same for both
meshes then try to remap the UV coordinates of the model. UVmapper is a
good program for that.
Problem: I get the
following message in POV-Ray: I/O restriction prohibits read access to
'texture name...'.
Suggestion: Just click OK and POV-Ray will have access
to the texture. If you want this to be permanent disable restrictions in
POV-Ray using the POV-Ray Options menu and selecting Script I/O
Restrictions -> No restrictions.
Problem: I get this
error in POV-Ray: Expected 'object', keyword found instead.
Suggestion: This is because of the name of the .POV file
and/or the mesh object is using a POV-Ray reserved keyword. For example
if your object is called 'sphere' it will give you an error in POV-Ray
since 'sphere' is a reserved word. Section 3.1.1.1 of the POV-Ray 3.6
manual lists the reserved words.
Problem: The camera in
PoseRay does not match my Poser settings.
Suggestion: Use another camera in Poser. PoseRay only
recognizes the MAIN, AUX, TOP, BOTTOM, LEFT, RIGHT, FRONT and BACK cameras
at frame 1. Any others will default to the MAIN camera.
Problem: POV-Ray gives
me an error saying that it cannot read an image map.
Suggestion: POV-Ray will not read interlaced GIF maps.
You can convert them to another format in the PoseRay materials tab. Also
POV-Ray will not load the map if its filename contains any non
alphanumeric ASCII characters used in languages other than English. You
can resave the map with a different name in the materials tab. The image
may also be corrupt or using a variant of the image type not
supported.
Problem: Lights with no
shadows look strange in POV-Ray.
Suggestion: POV-Ray handles shadowless lights as fill
lights and enhance the lighting in the scene but do not render
highlights.
Problem: The TIFF map I
am using comes out scrambled, black, missing or misaligned in POV-Ray.
Suggestion: There may be 2 reasons for this. 1) POV-Ray
does not support LZW compressed images. Just convert the texture in
PoseRay to another format and it should work. 2) POV-Ray 3.5 (not 3.6)
rotates TIFF images so if the texture looks like its right but misaligned
then just check Fix TIFF Orientation in the POV-Ray export tab. Unless it
is a DAZ|Studio scene in general I do not recommend using TIFF images
with POV-Ray. Using the conversion tool in PoseRay's material tab you can
convert all your TIFF textures/bumps into TGA or JPEG images.
Problem: Moray does not
display the UDO model.
Suggestion: Decrease the UDO detail level in the scene
settings. Usually 10% works.
Problem: Some of the
materials in the mtl file are not listed in PoseRay.
Suggestion: If the OBJ file does not require the
material PoseRay will not load it from the mtl file.
Problem: Some of the
groups listed in the OBJ file are not listed in the PoseRay output.
Suggestion: If the group does not contain any polygons
it is not included in the output.
Problem: PoseRay does
not do anything with the OBJ or DXF file and sometimes it hangs or gives
me an error.
Suggestion: The file may not be an ASCII OBJ or DXF file
or the file may be locked by another application.
Problem: PoseRay loads a
DXF, RAW or UDO file but it is faceted (not smooth)
Suggestion: Go to the Faces, vertices & normals
subtab of the geometry tab and check on weld vertices and calculate
normals. Then press update. That should smooth the model. If it still has
too many hard edges increase the crease angle and update again.
Problem: I have a very
large model with a million triangles and I keep running out of memory.
Suggestion: See the tips on
reducing memory requirements.
Problem: I made a mess
of the options and cant get PoseRay to its default state.
Suggestion: Delete the file "poseraysettings.ini" in the
PoseRay directory and restart PoseRay. All the options will be set to
their default.
Problem: I can't find the solution to my problem here! / I want to submit a bug report
Suggestion: If you have problems with PoseRay or
have suggestions send me a message to flyerx_2000@yahoo.com Check
the PoseRay site http://mysite.verizon.net/sfg0000/
to see if there is a new version available.
Version History
v3.10.3 (Build 412)
- Fixed a problem with materials not loading properly from Poser 5/6 files.
- Increased the light on the POV-Ray texture preview.
- Bump is removed when material is made invisible
- Fixed a dialog on the Light Dome tab that was disabling the cursor under some circumstances.
v3.10.2 (Build 411)
- Creation of POV-Ray files is now as fast as in PoseRay 3.8 if geometry is broken into materials only in the POV-Ray output options.
- Added support for Poser 5 and 6 PZ3 files with material nodes containing image bump mapping.
- If an OBJ file created by PoseRay is reloaded the lights will be reset to what is on the file and not added to the current ones.
- Materials and groups names that are too similar under some circumstances are made unique before exporting to POV-Ray.
- Bump amount is now copied from the basic material.
- Eliminated some extra spacing that was being added to the custom POV-Ray materials list everytime PoseRay was closed.
- Made the shadow/no shadow icon more visible.
v3.10.0 (Build 403)
- Fixed a problem with light artifacts at mesh intersections on POV-Ray renders by adding an interior to each mesh.
- Fixed several problems with the POV-Ray library syntax.
- Added an enhanced antialiasing setting.
- Fixed preview clipping planes not working on some close up scenes.
- Fixed UV transform bug in the materials tab that was transforming a material with relation to the entire UV domain.
- Removed the bounding boxes option from the Moray export.
- Preview window is now separate from the main PoseRay window.
- Added instructions on how to run PoseRay in Linux using Wine or VMware server.
- Rearranged the Preview tab.
v3.9.0 (Build 398)
- PoseRay now uses full POV-Ray materials instead of
textures. Setting interior properties is now possible.
- Added a list of material and interior
presets to the POV-Ray materials tab.
- DAZ|Studio 1.3.1.0 compatibility added.
Camera is still experimental.
- Added support for Poser 6 point light. Not
tested with Poser 5.
- Groups of lights can now be saved and
restored.
- Added new radiosity presets.
- Moved UV mapping into the materials tab.
- PoseRay can now read Poser and OBJ files
larger than 400MB.
- POV-Ray and Moray meshes are broken by group
and material.
- POV-Ray meshes are separated from the
materials. A union{} with mesh and materials is used at the end of the
geometry file.
- Shadows can be enabled/disabled separately
for each group.
- Moray UDO file export greatly improved. Mesh
broken as in POV-Ray now with better material options. Preview colors added.
- Ground does not cast a shadow in POV-Ray
renders.
- Parsing of OBJ files now accepts
double quotes for mtllib calls.
- Area lights now use adaptive 1 and circular
modifiers.
- Empty groups and unused materials are no longer
loaded.
- Much faster loading of OBJ files saved from
PoseRay that contain many lights.
- The default crease angle for Poser files is
80 degrees now.
- Area lights default to no jitter and 36
lights.
- Fixed the bad sizing of the select directory
dialog in some versions of Windows XP.
- Fixed a bad placeholder position and size
control.
- New preview of POV-Ray materials using UV
mapped models.
- Line visibility can now be toggled from the
preview tab.
- Lines are shown using solid colors only.
- Added vertex welding to Fix Geometry option
in Poser's import dialog.
- Metallic reflection is the default.
- Baked material is now properly displayed on
a UV range from 0 to 1.
- Added scale to the pigment patterns in the
POV-Ray preset list.
- If maps are copied to the destination
directory when exporting to OBJ, Moray or POV-Ray then their name is changed
to have the mesh name as a prefix.
- Fixed preview not updating some changed maps
- Fixed some materials not saving into mtl
files.
- Transparency in POV-Ray uses the clear
preset color in transparent regions.
- Camera can now be exported as a mesh in OBJ
files.
- Removed some clutter from the menus.
- Less memory used when reading and writing OBJ
files.
- Less memory used when exporting to POV-Ray
or Moray.
- Fixed bad POV-Ray presets in the materials
tab
- TGA is now the default for background maps
from HDRI probes.
- TGA is now the default for preview saves.
- Added checker to pigments
- Fixed the copy and paste formatting of the
POV-Ray materials sub-tab.
- Lights form HDRI probes now come in parallel
or area types only.
- Added a HDRI smooth shadow option I left
out from the previous version. Smooth shadows from HDRI maps are placed
to minimize graininess on the render.
v3.8.18
(Build 390)
- Simplified the basic material interface.
All the properties are shown in a single location.
- Completely rewrote the POV-Ray texture
editor. New settings, easier to use and more powerful.
- The material blending approach was
removed and replaced by simple transparency. If you want fancy POV-Ray
texture blending you can still use the improved custom POV-Ray material
tab.
- Added transparency as a set of POV-Ray
presets.
- PoseRay can now copy the basic material
properties into the POV-Ray tab text.
- Some POV-Ray material presets had
errors.
- Missing POV-Ray texture text will default
PoseRay to export the basic material
- PoseRay now strips any formatting from
text pasted into the POV-Ray text box.
- Simplified HDRI simulation tab. Less
numeric entries and better defaults.
- HDRI simulation lights can be rotated as
they are extracted from the HDRI probe.
- Render image cannot be overwritten by
PoseRay anymore. If the filename is already used then _RevX will be
automatically added to the name where X is the revision number. The
revision number auto increments.
- Cartoon mode moved to the materials tab.
This mode can now be applied to a single material if desired.
- Zoom from DAZ|Studio camera files has
been improved but it is still experimental.
- Exported POV-Ray material files require
less memory allocated when using transparency mapping.
- Less video memory allocated while
previewing Poser / DAZ|Studio scenes.
- Background skies from HDRI tab are now
saved as TGA files by default to avoid JPEG artifacts on the images.
- Map conversion defaults to TGA format by
default to avoid JPEG artifacts.
- DAZ|Studio scene import does not
automatically recalculate the normals by default.
- Background sky can now be rotated around
the y axis.
- Saving material files now leave the names
unchanged.
v3.8.15
(Build 382)
- File export was using the wrong decimal
delimiter for non-US Windows users under some circumstances. PoseRay
should now export always using periods as the decimal separator.
- Users can now enter numbers into
text boxes using commas or periods as the decimal separator.
- HDRI lights were not placed properly if
the sky was rotated and the lights were not parallel.
v3.8.14
(Build 380)
- The window resizing routine was drawing
and painting almost simultaneously with different parameters leading to
random crashes using NVIDIA 77.72 drivers.
- Fixed a bug where resizing the window was
not updating the internal FOV value. This leaded to the zoom changing
unexpectedly if the window was resized and another main tab was
selected.
- Polygon triangulation is now done by the
OpenGL ® API tessellation functions if possible. This is a better
triangulation with better aspect-ratios. It also subdivides better.
- Preview reflection fixed
- PoseRay checks the version of OpenGL and
GLU at the start.
- Lights sub-tab was redone to avoid some
redrawing issues.
- Part of the display list was being erased
using the wrong index
- All display lists are now checked to
exist before being filled
- Preview is using glfinish instead of
glflush to force redraw
- Fixed memory leaks left by not
deallocating memory properly
- Added OpenGL ® API errors to the
warnings
- Material settings can be saved from the
material editor.
- Poser and MTL material import has been
consolidated into a single button for simplicity.
- Fixed some missing material properties
loaded from MTL files created by PoseRay
- In the DAZ|Studio import dialog if the
camera or lights entries are empty PoseRay will ignore them
- Hourglass cursor is now present when
saving POV files.
- Group boxes were drawn with the wrongly
scaled normals
- Minimum resolution is now 1024x768. Too
cramped with the old size.
v3.8.11
(Build 374)
- Critical Fix Release
- Background map rotation vector was using
one undefined component leading to an unrecoverable crash in Windows XP.
This behavior was found using the NVIDIA 77.72 display drivers. Earlier
driver versions were tolerant of this undefined number. I did not notice
this problem until the new drivers were used.
- Background map was being deallocated even
if its texture id was zero leading to allocation errors.
v3.8.10
(Build 372)
- Fixed an integer overflow error while
reading models in binary format (3DS, LWO) with a file size of 20 MB or
larger.
- Updated support for DAZ|Studio lights and
camera import using plain text scripts. Now camera and lighting from
DAZ|Studio 0.9.25.2 or later can be imported. PoseRay is no longer
compatible with camera or light scripts from earlier versions of
DAZ|Studio
- VRML IndexedLineSet support added
- Line sizing for POV-Ray export now
automatically scales with the loaded geometry
- Fixed the cursor changing from hourglass
sometimes while loading a model
- Added more progress indicators while
rebuilding very large models
- Fade distance is enabled when a point or
area light is active
- Default tolerance for vertex welding
increased by 10
v3.8.9
(Build 369)
- Added a dedicated Poser and DAZ|Studio
import dialogs for simpler operation
- Added import of DAZ|Studio Lights
- Added experimental import of DAZ|Studio
Cameras
- HDRI illumination now distributes the
lights evenly instead of random. It has better coverage and more
consistent results.
- Added HDRI simulation option to prevent
shadows from lights below ground
- Decreased the default shadow threshold
intensity for the HDRI simulation
- The lights that produce shadows are
marked differently in the HDRI preview
- Fixed a bug in the subdivision where it
would crash with models with partial UV mapping.
- Can now add a POV-Ray material using 3D
mapping or UV mapping.
- Fixed the panning control at high zoom
settings
- Smoother field of view control at high
zoom settings
- Images with LZW compression or interlaced
are detected automatically
- Added option for re-smoothing meshes from
Poser or DAZ|Studio.
- Point and area lights now have fade
distance control
- Light positions in the preview are not
clipped anymore.
- PoseRay can now use the exported maps
from DAZ|Studio
- In the preview specular effects are
scaled by the intensity
- Fixed a bug where PoseRay would miss some
Poser materials in multi-figure scenes
- Added control of POV-Ray render quality
for preliminary renders
- Fixed some problems with the
implementation of preview highlights
- Better organized information in the
message box
- Added a [+] button to the status text to
open the full message window
- Saving anti-aliased preview is available
again
- Naming flag for materials and group names
in OBJ files was not working
- Default 1-pass mosaic preview instead of
2-pass
- Fixed a dialog startup bug that will not
refresh the cursor if the file was not found
- Fixed the text of the color boxes.
Sometimes it would disappear
- Area lights default to a smaller size.
- Batch processing now disables map and
group name fixing automatically
- Added an outline preview mode
- Color can be changed for hidden line,
point and outline preview modes.
- Fixed a problem with capitalization of
some exported filenames
- Export dialog has less clutter now
- Preview normal size is now related to
face area average for better scaling
- Disabled mesh{} export because of vertex
ordering problem
- Increased the minimum size of the application to ease the clutter
v3.8.7
(Build 358)
- Rewrote the subdivision storage routines
using sparse matrix storage thus speeding up the process significantly
- Subdivision does not weld the vertices
automatically anymore.
- Added POV-Ray mesh and mesh2 import from
POV and INC files.
- Dropped UDO import (export is still
there) because of addition of POV-Ray import
- Added very basic VRML 1 and 2 import.
- Fixed material import of DAZ|Studio bump
size parameter (it changed with DS 0.9.18.6)
- Added if a material has a map_refl entry
in it PoseRay will make the material reflective
- Fixed if two colors were blended by a map
changing the color was not refreshing the preview sometimes.
- Changed the input dialog to standard
Windows components.
- Fixed font size issues with some forms
- Added back anti-aliasing of saved
previews
- Made outdoor scene a default in the HDRI
simulation tab
- PoseRay will ask for camera and light
information from PZZ or PZ3 files only.
- Open file dialogs will remember the file names if they correspond to
the type being opened.
v3.8.5
(Build 351)
- Fixed material import of DAZ|Studio bump
size parameter (it changed with DS 0.9.15.4)
- Keep aspect ratio of resized maps at
render time
- Background was not resizing with preview
map size
- Fixed warnings not working in case a map was other than TIFF or GIF
and resize maps was checked
v3.8.4
(Build 349)
- Map search is now done for all DAZ|Studio
models instead of using the textures in /Maps and /ConvertedMaps.
DAZ|Studio exports transparency and bump maps that cannot be efficiently
used in POV-Ray so the original textures must be used instead. This fixed
the problem with POV-Ray taking too much memory to render a DAZ|Studio
model with bump maps
- Maps and groups are not renamed
internally anymore. They are fixed at export time
- Name capitalization now differentiates
materials and groups
- PoseRay now does not allow repeated names
while renaming materials
- Normal and UV out-of-bounds checking was
wrong
- Fine tuned the Poser->PoseRay camera
conversion
- Added resize maps on export
- Automatic loading of camera or lights
after loading Poser materials
- Loading a Poser camera now sets the
window size to match the Poser window size
- Camera presets now save the window
size
- Decreased the default size and number of
sources for area lights
- Fixed a bug where subdivision would fail
if too many faces were sharing a vertex
- Out of index errors could crash PoseRay
with some UDO files
- POV-Ray material tab now allows layered
textures and better text support
- Custom POV-Ray textures can be saved and
recalled
- Lights from an HDRI image are now aligned
using an uniform random distribution to avoid clustering and saturation
at the poles of the HDRI dome
- Added HDRI outdoor scene setting
- HDRI maps were scaled wrong for light
positioning
- Intensity of pixels in HDRI maps fixed
- Lights from HDRI simulation can use a
threshold for light type and shadowing
- HDRI file information is now shown
- Fixed glossiness from DAZ|Studio
models
- Bump size and direction were imported
wrong from DAZ|Studio models
- Bump size from Poser scenes was
decreased
- Added an optional cutoff method to
display transparency
- Preview of maps mixing with base color is
now shown properly
- Added drop to y=0 and center functions to
placeholder section
- UV mapping can be removed from the model
before exporting it to POV-Ray
- Decreased the ambient shown in the
preview
- Fixed a bug with area lights not updating
the number of sources they used
- Fixed import of Poser LEFT, RIGHT, TOP,
BACK and FRONT cameras
- Fixed a bug where the preview lost
lighting after deleting a single spot light
- Edges of UV coordinates are not smoothed
by default during subdivision
- Object name in POV files is now named
after the original model instead of using a generic name
- Fixed some cases where a map could be
loaded unnecessarily into memory
- Added mosaic preview option
- Message window now provides more
information
- Default camera has less perspective
- Updated the manual with tested emulators
that can run PoseRay
- Moray UDO files have unique names for the
included objects
- Updated Moray setup information
v3.8.2
(Build 327)
- Fixed a bug where models with very large
UV coordinates will crash the UV preview.
- Ambient color was not being applied if
the material used a map
- If the OpenGL ® API is version 1.2 or
higher then specular highlights on materials with maps are now visible.
- Added a way to clip the UV coordinates from 0 to 1.
v3.8.1
(Build 325)
- Fixed a bug that was making PoseRay,
under some circumstances, consume 90%+ CPU time and not respond when
started. The OpenGL extension checker was crashing with some drivers and
was going into an infinite loop.
- Fixed a problem where 4-sided polygons
were not being triangulated right under some circumstances leaving holes
in the mesh.
- Fixed Show/Hide maps not working if the
preview was re-enabled.
- Bump maps were not being rendered in
POV-Ray if there was a color map on the material also.
- Fixed cartoon rendering problems with materials using maps.
v3.8.0
(Build 321)
- Added support for LightWave 5 and 6+
format files
- Added Smooth (Loop's algorithm) and flat
subdivision
- Added import for RAW triangle files
- Added import for UDO Moray files
- Added support for models exported from
DAZ|Studio
- Added a simple HDRI simulation.
- Added sky maps in the preview
- Improved the Batch mode to 2 modes: Using
a BAT file or a POV file with clock/frame_number
- Added basic generation of UV coordinates
(planar, cylindrical, spherical and cubic) with preview.
- Weld vertices procedure was completely
rewritten for speed.
- Normal calculation was rewritten. Normals
are now calculated using a crease angle.
- Faces can be split using the normals
- Added ear-cutting triangulation of
concave and convex polygons with more than 3 vertices.
- The preview can now show transparency,
color and map blending.
- Enhanced the Poser material parser for
better matching of material properties
- Internal Poser naming of maps is now
recognized
- Fixed a massive memory leak when
unloading large models.
- Fixed a bug where a malformed OBJ model
could crash PoseRay.
- Improved loading speed of preview
textures
- Fixed a bug where preview textures were
not reliably allocated in NT systems (Win2000 and XP)
- Removed the broken REVERT function and
decreased memory allocation for geometry by 45%.
- Fixed import of spot light from Poser
files. Tightness was scaled wrong.
- Normals found in OBJ files are resized to
unit length automatically.
- Any model without normals is smoothed
automatically.
- Modified many internal operations to
avoid some floating point exceptions.
- Trapped some OpenGL allocation errors in
the implementation.
- Added reflection effects for the
preview
- Removed the sluggishness when changing
tabs when a large model was loaded.
- Geometry updates can now be made on a
group or material basis
- Added preview using bounding boxes.
- Fixed the light intensity matching
between imported and exported scenes.
- Fixed some layering errors when reading
DXF files
- Added export to POV-Ray using bounding
boxes. Useful for preview renders.
- Placed a -90 degree rotation on the
exported UDO file to avoid confusion when importing it into Moray.
- Faster general transformation of
geometry.
- Flipping two axis in a transformation
will automatically change the normal orientation.
- Changed to double precision internally
- Changed the status line display.
- POV-Ray geometry can be exported alone so
that it can be placed in a custom POV file.
- Fixed layout problems when Windows is set
to not use small fonts.
- Fixed the problem that if PoseRay was run
on a computer with no networking it will crash.
- Changed PoseRay's UI font to true type
for better scaling.
- Model texture maps are now by default not
blended with the surface color unless the materials are loaded from a
Poser file.
- Added an optional rotation for 3DS and
DXF files so that they show in the preview right by default.
- If a Poser file is read for materials and
uses a BUM reference then PoseRay will look for an map with the same name
but compatible format.
- Fixed inverted bump size from Poser
files
- Better glossiness match between Poser and
PoseRay
- Added options to not export UV or normal
information to modified OBJ files.
- Fixed some items that the warnings
routine was not listing.
- Master scale is now read from 3DS
files.
- PoseRay now cleans up the POV-Ray code
created for POV-Ray texture preview.
- Optional line import from OBJ files.
- Rewrote the texture manager
- Added checking for invalid float values
in binary model files (3DS and LWO)
- Added glass textures and pigments to the
POV-Ray material section
- Fixed some spelling errors in the POV-Ray
texture list
- Added a flag to optionally use the alpha
channel of an image for blending and bump mapping
- Fixed map search function where it would
use the wrong starting directory
- Help can now be seen from any tab as a
separate window.
- Message and warning text is now in its
own window.
- Moved all the camera items to the preview
tab.
- Moved all the light items to the preview
tab.
- Added multiple load of models into the
same session.
- Changed the input tab layout and
options
- Added support for non-standard 3 point
3DFACE in DXF files.
- Simplified some of the UI elements
- When a Poser camera is read it now is
automatically added to the camera presets
- Output directory is now saved from the
previous session
- Map blending fixed in POV-Ray output to
match preview
- PoseRay now recognizes tr as transparency
in MTL files besides d for opacity.
- PoseRay now uses percent glossiness
instead of specular exponent.
- Limited the lower value for glossiness to
avoid saturated highlights.
- Fixed the buggy parallel light preview
- Intensity of default camera light can now
be modified
- Fixed a DXF import bug that would not
load any geometry if the file had an unknown $ACADVER entry.
- With POV-Ray 3.6 rotation of TIFF images
is no longer the default.
- Gray scale calculation was fixed for displacement mapping
v3.0.2
(Build 272)
- Fixed a bug that even if no materials
were selected for Moray output it was still putting a link to the
file.
- Fixed a bug with line entities from Wavefront files not being
processed properly.
v3.0.1
- Added support for 3DS and DXF formats.
- Added interactive light positioning to
the preview tab. Makes it easier to see what the lights are doing in the
scene.
- Added preview of light shapes and
locations to help on light positioning.
- Added blend mapping. This was
transparency before but now materials can smoothly change full appearance
from one material definition to another according to an image_map
pigment.
- Added a way to type in or select a
POV-Ray 3.5 texture for each material.
- Added POV-Ray placeholders to help on the
location of custom POV-Ray geometry.
- Added named camera presets. I got tired
of losing a good camera setup every time I needed to view the scene from
another angle.
- Added a built in viewer for the HTML help
file so that a browser is no longer needed
- Added negative image tool to the bump and
blending mapping.
- Added name to lights to help on
identification.
- Added a preview of the focus region in
the preview.
- Added option to disable materials with
Moray UDO output so that Moray can be used to set the materials
instead.
- Added ini file options
- Added material import from other MTL
files.
- Added a warnings text box separate from
the main status text.
- Added a warnings indicator in the status
bar
- Added a simple floor preview
- Added an overlaid grid over the preview
to help align the scene.
- Added an automatic sizing of area lights
according to scene size.
- Added an automatic sizing of focal area
and focus point according to scene size.
- Added an intensity multiplier for all the
lights.
- Added custom render settings.
- Added continue flag to render
settings.
- Fixed the Poser camera import.
- Fixed a bug where the lights did not
update properly in the preview window.
- Fixed the light intensity of imported
Poser lights to match better the PoseRay preview.
- Fixed the light intensity match between
PoseRay and POV-Ray.
- Fixed some bugs and speed issues with the
OpenGL map manager where some maps would get loaded in the wrong material
or not at all.
- Fixed a bug where the scene would not
automatically render if the files were saved in a directory with spaces
in its name.
- Fixed a bug that POV-Ray renders did not
use transparency unless it was with a JPEG image. Now it can use any of
the compatible types.
- Fixed a bug where POV-Ray could not
render if the original obj file name started with a number.
- Fixed a naming bug where a material or
group name with extended characters will not render in POV-Ray.
- Fixed the focal blur. It was not being
transformed with the camera and the preview displays it as focal
planes.
- Fixed the export names such as all the
definitions in POV-Ray and Moray have their 1st character capitalized to
avoid conflicts with reserved words in POV-Ray.
- Improved the way polygons with more than
3 vertices are triangulated to prevent concave polygons folding on
themselves.
- Decreased the amount of memory used by
about 30%.
- With the release of MegaPOV 1.0 support
for MegaPOV 0.7 was dropped. MegaPOV 0.7 did not support map transparency
very well anyway.
- PoseRay now creates POV files without
version information.
- Separated and simplified the POV-Ray,
Moray and OBJ export options
- Removed several options that added too
much clutter and had no useful function.
- Changed the radius of the spotlights to
tightness. It fits better between the preview tab and POV-Ray.
- Moved the preview tools to the left of
the OpenGL preview window. It provides better room and keeps the preview
from becoming too wide.
- Fixed the Spot light falloff. It was
wrongly applied to the scene by twice the angle amount.
- Fixed a lingering bug that mangled the
light properties when changing them in the lights tab.
- Changed the mouse control. As it was it
was impossible for a 2-button mouse user to do some operations. Now the
left button operation can be changed in the preview tab. The right and
middle button (if present) are fixed in their operation. This fix also
removed a lag in control that was present before.
- Improved Moray setup documentation and
support.
- Improved the layout and format of the manual.
v2.6.6
- Camera and all the light settings are
automatically saved into the comment block of the exported OBJ file.
- A bug with the light editor was fixed.
When adding/deleting a light the properties shown where wrong.
- The maps used by a scene can be copied to
the directory where the main POV file is saved. This also applies to the
export of OBJ files.
- Changed the way the OpenGL map size was
edited to avoid confusion.
- PoseRay creates an ini file for POV-Ray
with all the render settings.
- Rearranged the export options tab. It was getting ridiculously full
of options.
v2.6.5
- Fixed a zoom setting that was not being
transferred to the camera setting.
- Added a way for PoseRay to automatically
open and/or render the main POV file in POV-Ray. It uses a POV-Ray ini
file to set the options.
- Added a POV-Ray output resolution
entry
- Added a selector for POV-Ray output image
format
- Added an entry for the output render
filename
- Added options for anti-aliasing
- Added a flag for producing renders with
alpha transparency using the background
- Added a way to change material names
- Added a way to set all the materials as
the current material
- Made metallic as the default for all
reflections. I believe it gives better results.
- Added point lights
- Line thickness value is now saved when
PoseRay closes
- Group names that start with a number will
have an underscore appended.
- Dropped support for POV-Ray 3.1g. MegaPOV is still supported.
v2.6.4
- Fixed a material handling bug that
associated the wrong maps and materials. Sometimes it would read a
material list properly but sometimes it would mess up all the paths and
names. It should be fixed now.
- Added support for line entities in the
OBJ files.
- Added an option to save the type of
camera aspect ratio that is always used. I was getting tired of resetting
it every time I changed the POV file.
- PoseRay will set the material
reflectivity if it finds a reflection map in a pz3 or pzz file.
- Added an automatic rename of materials
that start with numeric characters. If a material is called 1wood then it
will be renamed _1wood
- Added some settings that were left out to
the save settings on exit option
- Added "drop to y=0" and "center geometry"
to geometry tab transformations
- Added the geometry statistics to the top
of the exported POV-Ray geometry include file.
- Improved the cursor handling during
operations. Sometimes the cursor was not changing to an hourglass.
- Fixed some of the formatting in the manual
v2.6.3
- Changed the transparency handling from
images with alpha transparency to separate image maps in the materials.
This means that PoseRay will not need to create new TGA textures for
materials using alpha transparency. PoseRay will arrange the POV-Ray
material file such as it will use the original transparency image.
- Changed the way maps are
loaded/displayed. They are now in a tabbed control with a tab for
texture, transparency and bump mapping separately. This makes the
interface less cluttered.
- Materials can now be imported from a
Poser scene file. This speeds up the conversion process and avoids the
user to search for missing maps.
- Added Global search for all maps. It will
find the correct path for all the maps needed.
- Highlights can now be applied to
materials with a transparency map.
- Minor update to the way the OpenGL
renderer loads materials with transparency. Still not perfect but
better.
- PoseRay no longer rebuilds the display
list every time you move out of the materials tab. It will only update if
the material has been changed.
- Updated manual for new materials handling and added a tips/tutorial
section
v2.6.1
- Rearranged the exported POV-Ray material
file to minimize the amount of allocated memory for POV-Ray. Thanks to
Ive for his suggestion.
- Fixed the orthographic camera entry. The
resulting distance from the viewer was wrong in POV-Ray.
- Added a feature to disable the OpenGL
preview so that extremely large models could be loaded without taking up
so much memory.
- Fixed the damaged links in the manual.
- Added some more troubleshooting items to the manual.
v2.6.0
- Added OpenGL preview tab with support for
materials, textures, camera and lights. OpenGL 1.1 needed with no
extensions.
- Camera is now automatically setup to show
exactly in POV-Ray what is presented in the preview tab. No more
guesswork with camera values and axis flips.
- Added the alpha transparency command to
create TGA files with alpha masking for POV-Ray/MegaPOV. No more need to
use an external program for this.
- Added an image converter for textures and
bumpmap's. Converts from most common formats to TGA, jpeg or bmp.
- Added displacement mapping deformation
- Added Wavefront output
- Added support for reading/writing
material transparency in Wavefront files.
- Added preview of textures and bumpmap's.
in the materials tab
- Added support for compressed Poser scene
files (.PZZ) that are created by the Poser Pro Pack.
- Added the option to select the groups
that the user wants to export
- Added weld vertices command with
tolerance control (slow but works)
- Added create normals (smooth)
- Focal blur is now calculated using the
desired focal depth. No more aperture guesswork.
- Simplified the settings in the camera
tab.
- Removed rotations from lights tab. Lights
are now set up by position and point at location.
- Conversions among different types of
lights works properly now
- Added control on the vertical position of
the optional infinite floor in POV-Ray.
- Added POV-Ray 3.1g support using mesh{}
only.
- Added more information to the top of the
pov files.
- Improved the user interface by removing
some redundant options and reorganizing some settings (too many changes
to list)
- Status messages are now visible from all
tabs
- Transformations can be performed on the
current state of the model or the original model
- Fixed the error that PoseRay did not
recognize material filenames with spaces.
- Changed the material highlight level to a
highlight color and exponent.
- Help and tips merged in manual. Removed
the alpha transparency tutorial since it is not needed anymore.
- Added more troubleshooting items to the manual.
v2.0.1
- Fixed the focal distance calculation.
Does not crash anymore and it calculates the distance right.
- Changed the highlight from specular to
Phong since it converts better from the OBJ specification.
- Fixed the missing help text on the
geometry tab
- Changed material transparency handling
- Default to no texture filtering unless the color of the material is
not white. Prevents washed out appearance of textures.
v2.0.0
- Added some support for general OBJ files
so it can be used easily with programs other than Poser.
- Geometry can be exported using Mesh2{} or
Mesh{} definitions.
- Geometry can be rotated and the axis
flipped (X<->Y X<->Z Y<->Z)
- Much smaller memory requirements.
- Speed up of read and conversion
process
- Speed up of camera and light import
process from a Poser file (not lighting fast yet but much faster than in
version 1.x)
- Added an option of changing the image
map's type for all materials without having to change it for every
material.
- Removed limit on the number of lights
- Lights can now be deleted
- Light intensity can be spread evenly over
the lights
- Added UV invert, transpose and scale
options
- Options can now be automatically saved
- Added more camera transformations.
- Optional camera focus was added
- Added default camera that will show all
the geometry
- Added normal flip and size options
- Fixed runtime error that occurred
sometimes when adding lights
- Organized the messages in the status
window
- Added a statistics section in the
messages after the preprocess of the OBJ file.
- The same OBJ model can be reprocessed
without having to reload the file.
- Added Bumpmap TIFF rotation
- User can check for new version from
within PoseRay.
- Reorganized some of the GUI elements
- Created an icon for PoseRay.
v1.3.0
- Upgrade of the parsing function.
Sometimes the geometry, camera or light information was being read
wrong.
- Added check for degenerate triangles
- Added warning for degenerate normals
- Added a way to replace infinite lights
with area lights and get soft shadows.
- Automatic removal of meshes that contain only degenerate
triangles.
v1.2.4
- Textures with transparencies were being filtered wrong. Added an
option to choose the type of texture loaded.
v1.2.3
- Fixed an error with the message window getting too full in some
Windows versions.
v1.2.2
- Added compensation for TIFF rotation that
is present in POV-Ray.
- Added colored background
- Added colored floor. (Not just white)
- Changed the way files are loaded by the
program.
- Added Unix and Mac file compatibility to the material file (.mtl)
v1.2.1
- Added support for Poser Pro Pack scene
files
- Added support for files using Mac and Unix end of line characters
v1.2.0
- Import Camera from PZ3 files
- Import Lights from PZ3 files
- Material editor including color, surface
finish, texture and bumpmap
- Blending of textures and color in the
same material
- Support for POV-Ray 3.5
v1.0
Acknowledgments
PoseRay uses the following:
I would like to thank all the people that have reported bugs and tested
PoseRay.
Legal
information and License
- Program is poseray.exe and all
accompanying files included in the packaged file poseray_install_3_10_3.zip
- The program is distributed free of
charge
- You can use the program for any purpose
you see fit
- You can redistribute the program as long
as the contents of the original packaged file are unchanged
- You cannot directly or indirectly sell
the program
- I am not responsible for any direct or
indirect damage that this program may cause
- Using the program implies that you agree
to the above terms
- Brand and product names referred to are trademarks or registered
trademarks of their respective owners