Export Question….

When I export a scene to POV, with it being textured in 3DC, I always get a few textures with a 3dc******.jpg that POV cant find. I realize this is a created texture or color made in 3DC, but is there a way to find it so I can put it into the include file? or do I have to do as I have been doing, which is, going into the scene file in POV, then finding the object with that texture that cant be found, and make POV remake the color or texture by coding in rgb values and such? I would really like to know ahead of time what it is that 3DC gives its own jpg name. ( colors? textures? or POV textures made in 3DC?) I was actually wondering if theres a way to find the texture or color in 3DC and get it to the include file. Anyone?? Thanks in advance for any help!!

blaydrnnnr,
Are you talking about custom colors/materials that you create in 3DC? If thats the case, then Pov may not understand what you are trying to do. In 3DC you can mix colors and materials right on the screen, but to do the same in Pov, you may have to create a ‘color_map’, ‘material_map’, or ‘texture_map’ to achieve the same effects. I dont believe Pov will do this automatically with the 3DC*****.jpg files.

A possible solution might be to use the Unwrap Operation in 3DC on faces or areas where you have applied the custom color/material, save it as a bitmap file, re-apply to your model, then copy the bitmaps to the Pov Include folder. This way Pov uses the bitmap first instead of trying to find and translate a custom file.

Hope this helps,
Les

Hmmmm….. OK Les. I understand what your saying. I was just hoping that the 3DC******.jpg texture that 3DC made was ‘findable’ somewhere so I could just copy it to the include file. ( making it easy!! ) I dont seem to have alot of success with the unwrap operation, I guess I just havent played with it enough. Either way, I am able to find the object in POV that has the ‘custom’ texture that cant be found, then I just remake a texture in POV. It was actually this occurance that taught me that it’s a good idea to have EVERYTHING in the hiearchy named. ( Makes it easier to find problem objects that need rework) Thanks my freind!!!! <!– s:D –><img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /><!– s:D –>

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