The Persistence of Ignorance

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From TORCS to POV-Ray

Years ago, when I found The Open Racing Car Simulator, I was looking for an open source racing game which will let me export the tracks to POV-Ray, so I could render some realistic road traffic 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 then abandoned the project and started to get addicted to racing with TORCS... it's really fun!

But recently I figured out a way to get the track spline into POV-Ray, via Wings3D. The method is bit convoluted, but consists basically in reducing the track to a single face with hundreds (or thousands) of vertices, which once exported can be transformed easily into an array, and then into a spline.

I still have some problems, but the results are starting to look good ...and there is still a lot of room for improvement.

update Oct-2012

I finally abandoned this project... I know I promised a tutorial about the technique, but anyhow no one asked for it, so I guess there is not much interest on it.

WIPS, tests and other images:

alpine-2-01 alpine-2-03 alpine-2-04 alpine-2-05 alpine-2-06 alpine-2-07 alpine-2-08 alpine-2-09 alpine-2-10 e-track-6-01 e-track-6-02 e-track-6-03 e-track-6-04 e-track-6-08m e-track-6-09 g2-11 g2-12 g2-13 g2-14 g2-15 street-1-01 street-1-02 street-1-03 street-1-04 street-1-05 torcs2pov-01 torcs2pov-03 torcs2pov-05 torcs2pov-06 torcs2pov-08 torcs2pov-09 torcs2pov-10 torcs2pov-11 torcs2pov-12 torcs2pov-13

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