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I recently made a top for my lighthouse out of some CGS stuff, a few torus'
cutting out a couple of cones merged with a sphere and a cone. I originally
thought about makeing this in sPatch, but it would have generated a bunch of
patches and I didn't think I needed to be wasting memory and time on such a
thing.
I found I could just as easily take a few basic solid shapes and do some math
on them and make a little CGS object the same way, then I applied a "radial"
normal to the surface to make it look a little fancier.
The problem came after my first render of the object. I merged all my objects
together and applied the single normal to the whole object. The problem is the
cones that I carved out the torus' with had flipped the normal, what POV
thought I had was the inside of an object (because of cutting it out with a
torus).
My question that I'm pondering is, is there a way to make sure the whole
object's outsides really are outside, so to speak. My final solution was to
make two #declare statements defining normals, one with a positive number on
the radial and the other with a negative. I applied the one with the neg.
number to the two objects that had been carved out by the torus and the normal
with the positive value to the rest of the object. My render was fixed, it
came out correctly, but this is a goofy way to do it.
I tried all kinds of things to fix this before comming up with this solution,
doing an intersection with and inverse on the torus.... inverting the final
difference (which put the camera inside an object)... finally I resorted to
two normals....
PHIL
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