|
|
My current IRTC project has several characters made from unions of bezier
patches. I used a utility to convert the beziers to meshes, thereby saving
about 4.5 megs or RAM for each character. However, since POV-Ray converts
bicubic patches into smoothed triangles internally, it should be a simple matter
to include them in a mesh, and gain the memory-saving benefits of the latter.
The syntax would look something like this:
#declare HipBone = mesh {
bicubic_patch { type 1 u_steps 3 v_steps 3
P0,P1,P2,P3,
P4,P5,P6,P7,
P8,P9,PA,PB,
PC,PD,PE,PF
}
bicubic_patch { type 1 u_steps 3 v_steps 3
// more points here
}
// ten or more bicubic_patch objects here
}
And then the object HipBone could be used to build the thousand-man
skeleton army, without sending the memory usage through the roof,
as would be the case if HipBone were a union instead of a mesh.
POV Patch gurus: Does this sound as easy to you as it does to me?
Comments?
Post a reply to this message
|
|