gifPOV-Ray Mesh 2 Export

The following shows the mesh2 INC file format exported by Whelk V 0-0-3d and later:

// Declare the following in your POV scene
// file before including this inc file...
//
// _Whelk_Texture_Outer_
// _Whelk_Texture_Inner_
// _Whelk_Transform_

mesh2 {
   vertex_vectors {
      124920,
      <-0.007800000,-0.013500000,-0.000000000>,
      <-0.007829018,-0.013351737,-0.000000000>,
      ...
   }
   normal_vectors {
      124920,
      <-0.944496870,-0.275144858,0.179502004>,
      <-0.968713169,-0.118155233,0.218252460>,
      ...
   }
   face_indices {
      249600,
      <0,120,121>,
      <0,121,1>,
      <120,240,241>,
      ...
   }

   texture { _Whelk_Texture_Outer_ }
   interior_texture { _Whelk_Texture_Inner_ }
   hollow on
   transform _Whelk_Transform_
}

Note that if GL_SMOOTH is un-checked in Whelk’s View menu, then the normal_vectors will be absent.

Before including the inc file, you must #declare the following in your scene file:

_Whelk_Texture_Outer_ texture for mesh exterior.
_Whelk_Texture_Inner_ texture for mesh interior.
_Whelk_Transform_ transformation for the mesh.

For example

#declare _Whelk_Texture_Outer_ =
texture {
   T_Stone41    
   finish {
      ambient 0.1
      diffuse 0.6
      brilliance 1.0
      specular 0.1
      roughness 0.03
   }
   rotate<0,0,0> scale 100 translate<0,0,0>
}

#declare _Whelk_Texture_Inner_ =
texture {
   T_Stone44    
   finish {
      ambient 0.1
      diffuse 0.6
      brilliance 0.65
      specular 0.1
      roughness 0.1
   }
   rotate<0,0,0> scale 75 translate<0,0,0>
}

// Initialize the user transformation
#declare _Whelk_Transform_ =
transform {
   scale <1.0, 1.0, 1.0>
   rotate <-35,0,-45>
}

#include "shell_test.inc" // for example

The /Output/INC directory contains demo POV scene and mesh2 INC files. Below are some test renders for Whelk’s Inner Wall option with basic lighting. The inner wall width was set to obscure the peturbations in the outer layer of the mesh, leaving a smooth interior:

png png