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Not withstanding that it is possible to reduce the triangle count in meshes,
this is not what happens in the tool/INC developed by Warp and Chris (at
least not as I understand it):
Warp's tool does not reduce the triangle count of the mesh, but it only
saves the triangles in a much more compact format, so that the filesize for
saving them is about 20%-30%. Chris' INC then takes advantage of POV 3.1's
file commands to read this compact format and re-create the mesh in POV-Ray:
The mesh-object in POV-Ray is just the same, only the file to save the
meshes is much smaller.
Am I wrong here?
Johannes.
Ken wrote in message <362B5329.3D902979@pacbell.net>...
>Stefan Betermieux wrote:
>
>> Hi !
>>
>> Are there any plans to implement a basic NURBS support into the Povray
>> scene description language ? I am using a NURBS modeller and it is a
>> real mess to convert everything to meshes. The file sizes and parse
>> times grow incredible. I have seen the bezier functionality in Povray,
>> perhaps someone who knows the math stuff can write a converter which
>> translates NURBS into b-splines and b-patches.
>>
>> I am currently using Rhino 3D, which supports the NURBS standard file
>> format IGES.
>>
>> bye,
>> Stefan
>
>
>
>Greetings !
>
> I haven't heard of anything about adding Nurbs support any time
>in the near future but that doesn't mean it hasn't been talked about
>and won't happen. I know what you mean about large triangle bearing
>files. They are cumbersome to say the least and lack editability.
>
> Fortunately there has been a new program written that you might
>want to investigate. Developed by Warp, and currently is supported
>by Chris Colefax, it is said to be able to dramatically reduce the
>overall number of triangles used in a mesh object without any
>noticeable loss of model resolution.
> You can find the program available for free and ready for
>download at the "Chris Colefax Incredible Include Files" web site.
>
>http://www.geocities.com/SiliconValley/Lakes/1434/
>
>Ken Tyler
>
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