NAME¶
obj2mesh - create a compiled RADIANCE mesh file from Wavefront .OBJ input
SYNOPSIS¶
obj2mesh [
-a matfile ][
-l matlib ][
-n objlim ][
-r maxres ][
-w ] [
input.obj [
output.rtm ] ]
DESCRIPTION¶
Obj2mesh reads a Wavefront .OBJ file from
input.obj (or the
standard input) and compiles it into a RADIANCE triangle mesh, which is sent
to
output.rtm (or standard output). Any RADIANCE material descriptions
included via one or more
-a options will be compiled and stored in the
mesh as well. If the
-l option is used to specify a material file, the
RADIANCE library locations are searched. This mesh may be included in a
RADIANCE scene description via the
mesh primitive, thus:
-
- mod mesh id
1+ output.rtm [xform args]
0
0
The syntax and semantics are identical to the RADIANCE
instance
primitive. If
mod is "void", then the stored mesh materials
will be applied during rendering. Otherwise, the given material will be
substituted on all the mesh surfaces.
The
-n option specifies the maximum surface set size for each voxel.
Larger numbers result in quicker mesh generation, but potentially slower
rendering. Values below 6 are not recommended, since this is the median
valence for a mesh vertex (the number of adjacent faces), and smaller values
will result in pointless octree subdivision. The default setting is 9.
The
-r option specifies the maximum octree resolution. This should be
greater than or equal to the ratio of the mesh bounding box to the smallest
triangle. The default is 16384.
The
-w option suppresses warnings.
Although the mesh file format is binary, it is meant to be portable between
machines. The only limitation is that machines with radically different
integer sizes will not work together.
DETAILS¶
The following Wavefront statements are understood and compiled by
obj2mesh.
- v x y z
- A vertex location, given by its Cartesian coordinates. The
final mesh position may of course be modified by the transform arguments
given to the mesh primitive in the Radiance scene description.
- vn dx dy dz
- A vertex normal vector, given by its three direction
components, which will be normalized by obj2mesh. Normals will be
interpolated over the mesh during rendering to produce a smooth surface.
If no vertex normals are present, the mesh will appear tesselated. A zero
length normal (i.e., 0 0 0) will generate a syntax error.
- vt u v
- A local vertex texture coordinate. These coordinates will
be interpolated and passed to the "Lu" and "Lv"
variables during rendering. Local coordinates can extend over any desired
range of values.
- usemtl mname
- A material name. The following faces will use the named
material, which is taken from the material definitions in the -a
input file(s).
- g gname
- Group association. The following faces are associated with
the named group. If no "usemtl" statement has been encountered,
the current group is used for the surface material identifier.
- f v1/t1/n1 v2/t2/n2 v3/t3/n3 ..
- A polygonal face. Polygon vertices are specified as three
indices separated by slashes ('/'). The first index is the vertex
location, the second index is the local (u,v) texture coordinate, and the
third index is the vertex surface normal. Positive indices count from the
beginning of the input, where the first vertex position ( v
statement) is numbered 1, and likewise for the first texture coordinate
and the first surface normal. Negative indices count backward from the
current position in the input, where -1 is the last vertex encountered, -2
is the one before that, etc. An index of 0 may be used for the vertex
texture or normal to indicate none, or these may be left off entirely. All
faces will be broken into triangles in the final mesh. Obj2mesh
currently makes an unsafe assumption that faces are convex, which may
result in odd results if they are not.
All other statement types will be ignored on the input. Statements understood by
obj2rad(1) will be ignored silently; other statements will generate a
warning message after translation to indicate how much was missed.
DIAGNOSTICS¶
There are four basic error types reported by obj2mesh:
- warning - a non-fatal input-related error
- fatal - an unrecoverable input-related error
- system - a system-related error
- internal - a fatal error related to program
limitations
- consistency - a program-caused error
Most errors are self-explanatory. However, the following internal errors should
be mentioned:
- Set overflow in addobject (id)
- This error occurs when too many surfaces are close together
in a scene. Sometimes a dense mesh can be accommodated by increasing the
maximum resolution (by powers of two) using the -r option, but
usually this error indicates something is wrong. Either too many surfaces
are lying right on top of each other, or the bounding cube is inflated
from disparate geometry in the input. Chances are, the face number
"id" is near those causing the problem.
- Hash table overflow in fullnode
- This error is caused by too many surfaces, and there is
little hope of compiling this mesh.
EXAMPLES¶
To create a compiled triangle mesh from the scene file mesh.obj using materials
from the file mesh.mat:
-
- obj2mesh -a mesh.mat mesh.obj mesh.rtm
To use local coordinates to place a square tiled image on a mesh object:
void colorpict tiled_pat
7 red green blue mytile.hdr . frac(Lu) frac(Lv)
0
0
tiled_pat plastic tiled_mat
0
0
5 .9 .9 .9 0 0
tiled_mat mesh tiled_mesh
1 mymesh.rtm
0
0
ENVIRONMENT¶
RAYPATH the directories to search for material files.
AUTHOR¶
Greg Ward
SEE ALSO¶
gensurf(1),
getinfo(1),
make(1),
obj2rad(1),
oconv(1),
rpict(1),
rvu(1),
rtrace(1),
xform(1)