LDView povray export


RE: LDView povray export
#3
(2019-06-20, 17:37)Travis Cobbs Wrote: The above should be unnecessary. The intent is for you to redefine all of these values in whatever file you tell LDView to use as its "Top include". This filename (if set) gets #included immediately following all of the declares, so you can redefine (or undefine) any of them there.

Up until now I have been wrapping the model files (generated using L3P up until this point) inside an outer file with scene settings, camera, etc. This is a lot easier for me since I don't have to edit each model file when a wrapper gets edited, renamed or merged together with other wrappers. I have dozens of models, and a dozen or so wrappers, so this is not trivial. And each time I make a change to a model I have to push each file to GitHub/SourceForge.

Here's an example of one of my wrapper files:

Code:
#version 3.7;


// -------------------------------------------------------------
// LDCad settings with LGEO

#include "settings_common_before.inc"
#include "settings_showcase_normal.inc"
#include "lg_defs.inc"
#include "lg_color.inc"
#include "blurred_reflection.inc"
#include "materials_ldc_shadowno.inc"                // LQ
//#include "materials_ldc_shadowno_mjh.inc"            // MQ
//#include "materials_ldc_shadowno_clipka.inc"        // HQ
#include "materials_ldc_out.inc"
#include "materials_all_missing.inc"
#include "materials_all_convert.inc"


// -------------------------------------------------------------
// LDView models

//#include "ldv_nice_androbot_mech_new.pov"
//#include "ldv_nice_red_devil_racer_new.pov"
#include "ldv_nice_dune_rover_new.pov"                // takes too long to render

The models are at the bottom. And each model may be included in *several* wrappers, depending on if I want a different viewpoint or background, or a scene with multiple models. I don't think this would break your top includes either.

(2019-06-20, 17:37)Travis Cobbs Wrote: Once again, the expectation is that you would use "#undef LDXSkipCamera" in your top include to force LDXSkipCamera to not be defined (if that is your goal).

I think it would be better to set a variable to equal true or false versus deleting, commenting out, or undeffing a line each time you want to skip or unskip a camera or light source.

Changing this

#declare LDXSkipCamera = true;

to this

#undef LDXSkipCamera;

each time is more error prone and more typing.
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Messages In This Thread
LDView povray export - by Michael Horvath - 2019-06-20, 6:47
RE: LDView povray export - by Travis Cobbs - 2019-06-20, 17:37
RE: LDView povray export - by Michael Horvath - 2019-06-20, 23:03
RE: LDView povray export - by Travis Cobbs - 2019-06-21, 2:04
RE: LDView povray export - by Michael Horvath - 2019-06-21, 21:56
RE: LDView povray export - by Orion Pobursky - 2019-06-21, 22:00
RE: LDView povray export - by Travis Cobbs - 2019-06-21, 23:53
RE: LDView povray export - by Travis Cobbs - 2019-06-22, 19:48
RE: LDView povray export - by Michael Horvath - 2019-06-25, 12:40
RE: LDView povray export - by Travis Cobbs - 2019-06-21, 3:46
RE: LDView povray export - by Steffen - 2019-06-23, 1:31
RE: LDView povray export - by Travis Cobbs - 2019-06-23, 1:48
RE: LDView povray export - by Michael Horvath - 2019-06-25, 23:35
RE: LDView povray export - by Travis Cobbs - 2019-06-26, 1:42

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