From Torcs to POV-Ray

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From Torcs to POV-Ray

by Jaime Vives Piqueres :: Rate this Message:

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Hi All:

  Years ago, when I found TORCS, I was looking for an open source
racing game which will let me export the tracks and cars to POV-Ray, so
I could render some realistic road scenes. TORCS looked like a very
good candidate, and indeed it was possible to export the geometry to
POV-Ray via Blender, but I didn't find any automatic way to get a
spline for the track path (so that I could place the cars and camera).

  I abandoned the project and started to get addicted to race with
TORCS...

  But recently I figured out a way to get the track spline into
POV-Ray, via Wings3D. The method is bit convoluted, and I still have
some problems, but the results are starting to look good:

  http://www.ignorancia.org/en/index.php?page=torcs2pov

  The page is still blank, it contains just the images... I will put
there a little tutorial about the process, ASAP. Comments are welcome,
and the TORCS Team are free to use any of these images for any purpose.

  Regards,

--
Jaime Vives Piqueres
               
La Persistencia de la Ignorancia
http://www.ignorancia.org

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Re: From Torcs to POV-Ray

by Eric Espie :: Rate this Message:

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Great, very nice ! I see that you're always a fan of the Citroën GS :)

Eric.

Jaime Vives Piqueres a écrit :

> Hi All:
>
>   Years ago, when I found TORCS, I was looking for an open source
> racing game which will let me export the tracks and cars to POV-Ray, so
> I could render some realistic road scenes. TORCS looked like a very
> good candidate, and indeed it was possible to export the geometry to
> POV-Ray via Blender, but I didn't find any automatic way to get a
> spline for the track path (so that I could place the cars and camera).
>
>   I abandoned the project and started to get addicted to race with
> TORCS...
>
>   But recently I figured out a way to get the track spline into
> POV-Ray, via Wings3D. The method is bit convoluted, and I still have
> some problems, but the results are starting to look good:
>
>   http://www.ignorancia.org/en/index.php?page=torcs2pov
>
>   The page is still blank, it contains just the images... I will put
> there a little tutorial about the process, ASAP. Comments are welcome,
> and the TORCS Team are free to use any of these images for any purpose.
>
>   Regards,
>
>  




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Re: From Torcs to POV-Ray

by Jaime Vives Piqueres :: Rate this Message:

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On Wed, 14 Oct 2009 07:40:06 +0200
Eric Espie <eric.espie@...> wrote:

> Great, very nice !

  Thanks!

> I see that you're always a fan of the Citroën GS :)

  Well... just because it's the only real car I modelled with
success. ;)

  BTW, the other non-torcs cars on the images are free models from DMI
(dmi.chez-alice.fr).

  Regards,

--
Jaime Vives Piqueres
               
La Persistencia de la Ignorancia
http://www.ignorancia.org

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Re: From Torcs to POV-Ray

by Albert Vilella :: Rate this Message:

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The white van in the picture is pretty cool:

http://www.ignorancia.org/uploads/torcs2pov/wips/alpine-2-09.jpg

On Wed, Oct 14, 2009 at 12:12 PM, Jaime Vives Piqueres <jaime@...> wrote:
On Wed, 14 Oct 2009 07:40:06 +0200
Eric Espie <eric.espie@...> wrote:

> Great, very nice !

 Thanks!

> I see that you're always a fan of the Citroën GS :)

 Well... just because it's the only real car I modelled with
success. ;)

 BTW, the other non-torcs cars on the images are free models from DMI
(dmi.chez-alice.fr).

 Regards,

--
Jaime Vives Piqueres

La Persistencia de la Ignorancia
http://www.ignorancia.org

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Re: From Torcs to POV-Ray

by Bernhard Wymann :: Rate this Message:

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Hi Jaime

This look very nice, great work:-)

Best regards

Bernhard

> Hi All:
>
>   Years ago, when I found TORCS, I was looking for an open source
> racing game which will let me export the tracks and cars to POV-Ray, so
> I could render some realistic road scenes. TORCS looked like a very
> good candidate, and indeed it was possible to export the geometry to
> POV-Ray via Blender, but I didn't find any automatic way to get a
> spline for the track path (so that I could place the cars and camera).
>
>   I abandoned the project and started to get addicted to race with
> TORCS...
>
>   But recently I figured out a way to get the track spline into
> POV-Ray, via Wings3D. The method is bit convoluted, and I still have
> some problems, but the results are starting to look good:
>
>   http://www.ignorancia.org/en/index.php?page=torcs2pov
>
>   The page is still blank, it contains just the images... I will put
> there a little tutorial about the process, ASAP. Comments are welcome,
> and the TORCS Team are free to use any of these images for any purpose.
>
>   Regards,
>


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Re: From Torcs to POV-Ray

by Jaime Vives Piqueres :: Rate this Message:

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On Wed, 21 Oct 2009 20:56:01 +0200
Bernhard Wymann <berniw@...> wrote:

>>   http://www.ignorancia.org/en/index.php?page=torcs2pov
>
> This look very nice, great work:-)

  Thanks!

  BTW, I've added a few more shots to the page now, to show the real
intent of my experiment. I'm using trackeditor and trackgen as tools
to generate roads for POV-Ray. I have now a POV-Ray scene which takes
the track geometry and the terrain elevation map, and populates it with
trees, huts and other road scenery... I'm still adding more things like
ads, birds, and anything that I can think of. ;)

  Regards,
 

--
Jaime Vives Piqueres
               
La Persistencia de la Ignorancia
http://www.ignorancia.org

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Re: From Torcs to POV-Ray

by Enrico Mattea :: Rate this Message:

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Hi,
I think that those images are really amazing, I wouldn't distinguish
most of them from a real photo.
Just a small  suggestion: looking at

http://www.ignorancia.org/uploads/torcs2pov/wips/alpine-2-10.jpg

you can see those low-poly lines, and they aren't very realistic:
I suggest you try adding the following line into the xml file, at the
definition of each segment:

<attnum name="profil steps" val="45"/>

That defines the number of poligons; it won't slow down so much trackgen
or the final render.
Bye,
Ocirne

P.S.: I'm eager to see your tutorials

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