RE: LDCad POVray export
2018-02-18, 21:28 (This post was last modified: 2018-02-18, 21:29 by Michael Horvath.)
2018-02-18, 21:28 (This post was last modified: 2018-02-18, 21:29 by Michael Horvath.)
(2018-02-18, 21:01)Roland Melkert Wrote: 1:
Those would require .dat changes and an extension to the texture map spec to allow for bump maps or something like that.
For some reason I recalled L3P supporting parts with bumps, but this apparently is only true for LGEO parts. My mistake.
(2018-02-18, 21:01)Roland Melkert Wrote: 2:
You could check on alpha being <1.0 ( ldColor[getColorIndex(ldCode)][4]<1.0 ) for transparent ones.
If you need an extra parameter you could declare an array for mapping the odd ones, e.g.
Code:#declare ldColorBlurCount=3;
#declare ldColorBlur=array[ldColorBlurCount][2] {
{2, 0.25},
{7, 0.4},
{256, 0.7}
}
#macro getColorBlur(ldCode)
#local result=-1
#local i=0;
#while (result=-1 & i<ldColorBlurCount)
#if (ldColorBlur[i][0]=ldCode)
#local result=i
#else
#local i=i+1;
#end
#end
#if (result>=0)
ldColorBlur[i][1];
else //def
1.0
#end
#end
Yes, I can make my own array. But I was hoping for official support within LDCad.
(2018-02-18, 21:01)Roland Melkert Wrote: FYI: did you notice you can apply your modifications to material definitions in the %appdata%/LDCad/povray/default/colors.pov file to avoid to have to post process each export. Or copy the default map so you can choose which set of scripts to use during export.
I already delete all colors from each POV file and simply link to an external INC file with colors in it. I do this for L3P and LDView, as well, so now I can swap between all three whenever I want to in any model.