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I don't have my .POV infront of me, but I suspect that I did not commit the
kind of error that Ken is talking about.
I had one plane with a Y normal. I wanted to change in into an infinitely long
"runway." I CSG'ed it with two planes with normals parallel to the X line.
Now I know I had to try several iterations of +x, -x, and / or +/- distance
along normal before I got the strip to look that way I wanted it to look.
Is there a "wrong" way to get the right output? If I had made an error (and I
did several times), I would imagine I'd get something totally wrong looking,
as opposed to an extra-slow-rendering version of exactly what I wanted.
Again, the render time was 2X for a CSG'ed plane (runway) than for a simple
plane.
Ken wrote:
> Be careful about which way the surface normal is
> pointing. It took me long time to get the hang of
> it and I still find myself taking a look at the
> different shapes inc files on occasion for ideas
> and to figure out why something isn't working.
> Differences don't necessarily have to take a long
> time to render.
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