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I use Pov-Ray Unofficial almost all the time. It's a very well done version.
I have run into memory problems with my current sphere_sweep project, so I am
now developing techniques for minimizing memory requirements. My project is
very involved, using thousands of splines.
The bezier_spline really should be added to the sphere_sweep function in POV.
It's extremely useful having a high octane spline design tool such as
Illustrator or Freehand. While the Catmull-Rom can do the same job, it just
doesn't work with regular bezier artwork without extensive conversion.
I will certainly check out the Connected Sphere Multi-Copy feature!
steve
smellenbergh wrote:
> Steve <ste### [at] puzzlecraft com> wrote:
>
> > Now that sphere_sweeps are possible on the Mac, I want to try learning
> > them but the documentation is very thin.
> >
> > Is there any way to sphere_sweep a regular multi-segment bezier_spline?
> >
> > Look at "Celtic Cross" in image.binaries for an example of what I'm
> > trying to do and the problems I'm having with my current technique which
> > uses Chris Colefax's Spline macro. I'm hoping that sphere_sweep can cure
> > my ills.
> >
>
> As far as I know, the spheresweep primitive only supports linear, catmul
> rom and b-splines.; no bezier_splines yet.
>
> An object that looks like a spheresweep can be made of spheres,
> connected by cones. When using enough spheres, it looks as smooth as a
> spheresweep and renders much faster, but needs more memory (depending on
> the number of spheres and cones). Another advantage of this object is
> the possibility to create a color gradient along your 'sweep'. With
> POV-RayUnofficial you can create such objects with the MultiCopy
> template: choose from the 'Splines' panel the object 'Connected
> spheres'.
> The spline types supported here are the splines used for prism and
> lathe: i.e. linear, quadratic, cubic and bezier, but only 2D.
>
> smellenbergh
>
> --
> e-mail:sme### [at] skynet be
>
> http://users.skynet.be/smellenbergh
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