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I'm clueless too funnily enough, I was just hoping there was some way of
converting a POV scene into one large mesh. I was thinking, convert the POv
into a DXF then to a mesh, ie you're actually simplifying things. No I dont
think your idea will work sorry, the spheres as a statement are not classed
with polygons (ie triangles) but as perfect spheres making blobs possible,
well I think thats it making a mesh not work. Any ideas? On whats going on
here and/or what I am talking about?
P3TE
www.p3te.freeuk.com
Bob Hughes <inv### [at] aolcom> wrote in message
news:37f7f26d@news.povray.org...
> I'm clueless about the PCM and mesh stuff, but can't you just enclose the
> sphere in a 'blob' statement and add the 'strength' float into the
'sphere'
> statement? If the "sphere' you mention is in actuality a mesh of
triangles
> or something and you are wanting a "blob" type of shape instead I have no
> idea. I'm thinking of individual parts made up of spheres or blobs, in
which
> case I don't see why it couldn't be done.
>
> Bob
>
> Peter Cracknell <pc### [at] lineonenet> wrote in message
> news:37f763ad@news.povray.org...
> > I've been using POV a little while now and I'm getting through all the
> > things possible. I've learnt most of the code understood lighting and
> > cameras and got a bit on animation. Moray is quite easy too, only
things
> > left media and meshes/bicubic patches etc. I've been playing with Chris
> > Colefex's hair, which I must say is amazing, there are so many options
and
> > it is by far the best around that I have seen. Though it uses meshes,
and
> > I've been using the sphere that came with it. Is there anyway to
convert
> > blobs to meshes? This would be absolutely ideal as otherwise I'm gonna
> have
> > to redo the blobs using the sphere PCM file that came with it and that
> would
> > make it really slow. Basically any help/links or info on meshes and an
> > answer to my question would be very highly appreciated to help me out.
> > Thanks
> >
> > P3TE
> >
> > --
> > www.p3te.freeuk.com
> >
> >
>
>
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