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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)