gifPOV-Ray Mesh 2 Exort

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

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>,
...
}

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

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

Note that if ‘Smooth shading’ 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 a demo scene file.

Following are some test renders with basic lighting:

jpg
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