FAQ
: Frequently Asked Questions |
I am
pretty good with blender on its own
and can make scenes with povray on its own. Is it possible to leave
things
out of the export from blender and add povray lights etc...
|
Answer :
Of course! The file named main<yourfile>.pov
loads, using the "includes files", a file named lamp<yourfile>.inc
where you can add all the lights you want. See the page : povanim_filestruc_en.htm.
By default, the script exports
all the constituant elements of the scene but you can chose to make a
selective exportation by suppressing one or the other element, like
lamps,
materials or camera, even meshes. There are several buttons in the main
window for that, see:
povanim_GUIMainW_en.htm#fragmention
Although, I think that
it is not a good idea. In fact, you'd better set the elements into
position
in blender, export them, and then modify the ones you want in the
generated
povray's files.
|
Why
is the scene always too bright no matter
how much my lamp is turned down, is this a gamma problem?
|
Answer :
Only an material problem.
To correct that you can read suggestions in this page:
povanim_finish_en.htm#parametres_conseilles
|
I have to use a gradient world background
to make things look better however (and with my models as well)
gradients
always look blotchy and look like I dont have OSA switched on even
though
its set on 16 when I export.
|
Answer (very old) :
Sorry, but for the moment,it
is impossible to read the OSA value trough the python interface, but
you
can set your own AA values in the main<yourfile>.ini exported
file: |
...
Antialias_Depth=3
Antialias=On
Antialias_Threshold=0.3 |
|
...An
object which has two materials assigned in blender has only one
exported
. I use Blender 2.23 and Povanim 14j. |
Answer :
You are right, there can be only
one material "object", (actually your two materials are
linked
to the object, what can works well in blender but is difficult to
analyse
through the NMesh module of Python/Blender).
If you want that indices to be
taken
into account in povanim they have to be tied to the "mesh".
|
I have a prob with the povanim-script. I
always get this error when i want to export the scene: "string index
out
of range".
|
Answer :
That's right, as long the
handled object does not have a name, it doesn't work. Everything works
fine
as soon as a name is given.
|
...How can
I export an object without its uvmapping ? |
Answer :
I should add a new option
to deactivate this exportation. Meanwhile, you can at least
suppress
the description in the file mesh-myfile.inc by finding the part of the
code concerned and by adding the slashes at the right place the way i
did
hereunder: |
//Mesh number: 3
#declare Plane_009 = mesh2 {vertex_vectors{
#include "test_Plane_009verts.inc"}
// uv_vectors{ #include
"test_Plane_009uvco.inc"}
normal_vectors{ #include "test_Plane_009norm.inc"}
texture_list{ #include "test_Plane_009text_list.inc"}
face_indices{ #include "test_Plane_009faces.inc"}
normal_indices{ #include "test_Plane_009nindice.inc"}
// uv_indices{ #include
"test_Plane_009uvind.inc"}
// uv_mapping
} |
|
.Well... now
i have another problem.
If i want to export a bigger scene, blender
takes about 700 Mb memory ! If you first calculate everything, would it
be a big problem to change it ?
|
Yes, it is a big problem.
It will certainly be improved in the future versions of blender when
the
Blender module 2.10 has desappeared (because it seems that this module
is responsible for the big slow-down).
The congestion of memory is
typically a blender problem (this was improved since blender 2.10 !!!).
Under windows you can free
memory with an adapted tool.
As for the script itself,
it exports each object separately and the variables that store data are
freed at the end of each exportation.
|
Question:
With me, Povanim last version has a strange
behavior : The exportation is made correctly , the bump goes, the
textures
goes, in a word everything that is in blender is exported in POV. The
objection
is the exportation time . For a single mesh subdivided once with 2500
faces
(5000 triangles) at arrival : 6 HOURS exportation that's too much !.
|
Answer :
There are two reasons to this
problem : the supervision of each mesh point after point, face after
face
to avoid the errors of exportation. And the use of Blender2.10 to pick
up the main texture. Two points that are going to desappear as soon as
I get time to complete the present version.
But you can save A LOT
of time at once, simply by controlling the free RAM at the beginning of
exportation. Blender doesn't free the storage stacks under windows,
even
if python cancelled all the variables at the end of the script
processing.
Normally the module even erase its own traces at the end of use .
It's very likely that this
duration, 6 hours, is the result of the using of virtual memory. A
cleaning
up such as Winsystem98 can speed up things ...
The exportation of about 5000
faces with sorting of the textures is done in a few seconds on a
P3/600Mhzs,
if you start it rightly after the launching of blender.
You have to know : that povray
only works with triangles, thus 5000 quad faces exported result in
10000
triangular faces in povray ; And that each vertex of each face can have
its
own texture (if you are playing with vertex color, for instance) , that
is to say an increasing number of different textures
:
30000 of capacity (in actual
fact much less, because on the worst case a color put in a vertex is
shared
by the verteces of the nearby faces, in spite of that we reach 10000
different
textures).
Povanim can export all the
textures without cleaning the redundant textures. By default, the
cleaning
is done and it goes pretty fast. But it is absolutely possible to
cancel
it.
For the above mentionned example,
with a Subsurf at 1 we reach 40000 exported faces ; what
takes
the most time is the sorting of textures : 10 minutes ; at arrival we
have
only two left for a capacity of 10000. A few minutes lost during
exportation
but how many hours (and Mbts of RAM) gained during the rendering ?
All this was improved
|
Question :
I do not understand the povanim organization.
|
Answer :
A main page with all the choices
continually visible, secondary pages to change the details, but always
less than one mouse click far from the main page, to avoid enclosed
menus
; with those you have to go through 36 levels before knowing if a
choice
is available or not.
|
Question :
There is this option "Global Settings" which
displays the parameters as commentary what is its utility... |
Answer :
This is only a supplementary
service to avoid having to care of those parameters, that is to say
that
the script deals with that for you. After that, you only need a few
keyboard
types to reactivate the options and use them. Povanim is not an
inflexible
system . The actual structure is due to numerous and various demands,
very
often if a single user doesn't see the usefulness of an option, there's
always someone, somewhere who will be happy to have it.
|
Question :
I really feel annoyed with the great number
of ".inc" files. Can't you do something to gather them ? |
There is several good reasons
for the presence and the use of such files in great number. On the
whole
it facilitates the word processing and increase the efficiency of
exportation
from blender even if you do not see it at once.
More over when you export an
animation only the changed data between two frames are computed and
exported
(that means saving time). And that's a thing only "include" files
can do. If we gather all those data in the same file we would have a
big
increase in space occupied by data and also a raise in exportation time.
|
|
|