PoseRay Manual
Import 3D models and scenes into POV-Ray and Moray
v.3.11.0 – June 11, 2007
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, ME or Vista.
- PoseRay can 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 0.9.30, Ubuntu 6.10, POV-Ray 3.6 and NVIDIA 1.0-8762
Linux drivers. Previous Wine versions may 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:
- Show/Hide preview toggles the visibility of the preview window.
- 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.
Display 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.
- Sky Rotation rotates the background spherical sky about the y axis.
Camera:
- 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 drop-down 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.
- 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.
- 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.
- Camera settings are saved to any exported OBJ file. PoseRay will be
able to read the camera back from the OBJ file.
Lights:
- PoseRay uses a default light that is
attached to the camera. When you add lights to the scene this camera
light is disabled.
- You can save a set of lights as a light
preset. To save the current set of lights press + by the Light
Preset box. Pressing [-] deletes the preset. To recall the preset just select
it from the drop-down box.
- By the Choose light box you can
Press [+] to add a light and [-] to delete a single light to the current scene.
- 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, point
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.
- Total intensity [ ] will
distribute the intensity of all 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. Only current light shows only the selected light.
- 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 presets 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:
- 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.
- Click on
|
to toggle UV mapping or 3D mapping for the material.
This applies to basic and POV-Ray materials. See comparison images below.
- Click on
|
to toggle the shadow for the material
- Update. This will update the preview window of any changes made
to the materials. Changing main tabs also results in a preview update.
- 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.
- Maps...
- Find Maps... will do a global search of every map used or remove all the maps.
- Remove all removes all diffuse, bump, transparency and specular maps from the materials.
- Randomize will make all
materials have a random color.
- Rearrange...
-
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.
- Options...
- Show thumbnails will show/hide the preview thumbnails.
- Auto update maps 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.
- Resize converted maps If left unchecked the map will not be resized when converted.
- Size of converted maps... controls the output size of the maps that are converted with the convert button.
- 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. POV-Ray uses the intensity of this color for rendering. So using a gray color would suffice.
- Specular Size is how
much of the highlight covers the surface. A polished surface would
have small specular size while a rough surface would have a large specular size.
- 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.
- Specular/Finish map:
- It is recommended for best results that you use gray scale images.
- By default the material will have the properties in the finish section where the map is white and a dull finish where where this map is black.
- Invert mapping swaps specular 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.
If the basic properties are not enough to describe the material you can use the POV-Ray code directly to create a material block. 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.
You can type in the material using standard POV-RAy code syntax on the top text box.
Some materials may require declarations and you can type those in on the bottom text box using standard POV-Ray syntax.
Comments start with // or are enclosed with /* and */
-
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.
- 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 material to give you
an idea of how it looks. UV range on each object surface is 0 -> 1.
- 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... stores the
material definition at the bottom of
the material list. Right click on the material list to delete custom
entries.
- Active will tell POV-Ray at render
time to use the advanced POV-Ray material instead of the basic material
properties.
- The POV-Ray material definition will be
saved if the model is exported to OBJ.
- When PoseRay closes custom materials are saved into custom_pov_texture_lib.inc and global definitions are stored in custom_pov_declarations.inc. Both files are kept in the same directory where PoseRay is installed.
- 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.
- Transpose UV will rotate and flip the texture on the model.
- Clip to [0,1] clips any UV coordinates outside the limits of 0 to 1.
- Weld UV welds coincident UV coordinates on the selected material.
- 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 material will have UV coordinates from 0 to 1 on both directions.
- Refresh will redraw the UV mapping preview
- Save as Map... saves the UV preview into a file using the resolution entered.
- You can do simple UV mapping of the
model. Enter the main axis components (ex: y axis = 0,1,0) and select
any of the following methods:
- 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.
- In the group list you can click on
|
to toggle visibility for the group.
- Double-clicking the name will edit the group name. Right clicking on the list will give you more options.
Only visible groups will be transformed.
- Options...
- Reset camera after update will recenter and rearrange the camera to show all the geometry automatically.
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 using the modified
Loop algorithm. Subdivision will
result in each triangle broken into 4 sub-triangles and 3 additional vertices. 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 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.
- 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. Point lights are used by default. Enabling this option
significantly increases render time.
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.
- Scene
- 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.
- Include texture coordinates enables UV mapping of the scene
- Default finish diffuse for maps controls the lightness of the maps
applied to the scene. Default is 0.6. Higher values make map colors more vivid.
- 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.
- 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.
- 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.
- Image map interpolation controls how maps are interpolated when used on the scene. This has a larger effect on low resolution maps. If you want to apply this interpolation ot the background check Apply to background map. If not checked the background uses Bilinear interpolation to avoid pixelation.
- Output Image
- Name is the filename of the render
output from POV-Ray. Do not put an extension. Enable Add time stamp to name
to prevent overwriting any renders. This will add a number after the name that
represents the time at which the ouput files were written.
- 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. The left text box text will be saved into filename_POV_main.ini
file. If you want to use your settings only then check Use only these and skip the settings above.
Check the POV-Ray documentation for available ini options. The right text box is for
custom POV-Ray commands at top of the main POV file where special includes, declarations,
etc can be entered.
- 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.OBJ: contains the modified Wavefront model.
- filename.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 Wavefront OBJ and Poser files saved above.
- Select 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.
- Poser 5 and later sometimes includes the same diffuse map on the highlight as a default. This can lead to unnecessary extra render times with no visible change on the rendered image. To prevent this check Skip redundant highlights. This option removes any highligth map that is the same as the diffuse map.
- Poser 5 and later use global scale in their geometry. The bump size exported from Poser is in inches. By default there are 103.2 inches per Poser unit. The value on Bump Scale controls this conversion factor.
- 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, select the image type, size and anti-alias quality 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.
- For details on what limitations PoseRay has with Poser scenes see the limitations section
Rendering a DAZ|Studio scene in
POV-Ray:
- PoseRay was tested with DAZ|Studio 1.5.
- Export the scene from DAZ|Studio using File | Export select Wavefront Object and type in the filename.
Then when the options dialog comes up select the Bryce preset.
DAZ|Studio automatically saves a copy of the scene textures into the /Maps and /ConvertedMaps directories. PoseRay will need those files 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.
- Check preview window 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, select the image type, size and anti-alias quality 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):
Some 3D programs 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 1.5.
- 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.
- PoseRay cannot read the full material from POV-Ray files. It will use generic materials
- PoseRay will try to load as much material information from Poser PZ3 or PZZ files.
Colors and their alternates are added and any value node applied to a color is multiplied.
PoseRay can read the following node values from Poser 5+ scene files:
- Diffuse Color
- Diffuse Value
- Highlight Color
- Highlight Size
- Highlight Value
- Reflection Value (only if the Reflection node input is used)
- Bump
- Gradient Bump (if a BUM file is used PoseRay will search for a compatible image - jpg, tif, etc)
- Alternate Diffuse (added to Diffuse Color)
- Alternate Specular (color added to Highlight Color and size is picked from brightest color)
- Image Source (applied to bump, diffuse, specular and transparency)
- Eccentricity (applied to highlight nodes only)
- Size (applied to highlight nodes only)
- Roughness (applied to highlight nodes only)
- Highlight Size (applied to highlight nodes only)
- KS (applied to highlight nodes only)
- Reflectivity (applied to highlight nodes only)
- Specular Rolloff (applied to highlight nodes only)
- Inner Color (applied to highlight nodes only)
- Outer Color (applied to highlight nodes only)
- 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.
- 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: I used a glass material from the POV-Ray library on a car windshield and the car looks like it is filled with water.
Suggestion: Glass materials work best for small containers or glass where there is a front and back surface with some gap in-between. Use a glass texture instead (no interior) such as
material{texture{Glass3}} instead of material{Glass3}.
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 saved the POV-Ray
files. How do I render the scene outside of PoseRay?
Suggestion: Make sure that all the exported 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.
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.