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If you mean to still have those blobs influenced by a parent threshold
value yet within their own separate statement so there is a multiple
component blob but not multitudes blobs {?}), I saw someone mention that
before and they had a patched version to do so I believe. If not, I'm
not sure I understand the idea you have in mind.
Andrew Cocker wrote:
>
> Well hello there,
>
> Perhaps someone could offer help with this blob question.
> Working with primitives, It is possible to #declare a union of objects, and then
re-use
> this declaration nested within another union. However, I have tried to find a way to
do
> the same with blobs, but I can't get it to work. There doesn't seem to be an option
to do
> it. Does anyone know if it's possible? I want to #declare a blob object constructed
of
> maybe 10 sphere components, each one affected by clock* rotations and translations,
and
> then re-use this object many times, each with additional rotations etc. The only way
I can
> do it at the moment is to apply multiple transformations to each component, but as
I'm
> likely to have 10,000+ components, I'd rather hack my own legs off with a spoon than
> attempt it!
>
> I hope it's just a case of ignorance on my part.
>
> Anyway, I'm pleased 'cos I think I've just created a scene that has 'artefact' free
> atmospheric media! Maybe I could make my fortune by divulging the settings in
exchange for
> huge sums of cash? ;-)
>
> Andy Cocker
>
> and### [at] acocker freeserve co uk
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
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