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"Jim Charter" <jrc### [at] msncom> wrote in message
news:414d9723@news.povray.org...
> Jeremy M. Praay wrote:
>> I've had this strange question going around in my head for awhile now, so
>> I thought I would finally ask:
>>
>> My understanding of meshes is not complete, but in theory, it seems like
>> it would possible to take a mesh object, and convert each of the mesh
>> triangles (including normals) into dissected CSG spheres which are then
>> scaled, rotated, and translated into place.
>>
>> Has anyone ever experimented with this? Obviously, render time would be
>> much slower, especially if many difference operations are involved, and
>> it just might be impossible with today's hardware and todays' large
>> meshes. Additionally, I would guess that uv_mapping would be out of the
>> question without a specific patch that supports this. Nevertheless, it
>> could be a useful tool in some, if not many, situations.
>>
> Not sure where you are heading with it. It would seem that you could take
> any three points and generate a triangular shape from planes and use it to
> difference a sphere surface but the edges would still be curved and not
> follow a straight line between the points. ( iso_csg has a function for
> generating a triangle from three points btw which could be used to clip
> the sphere surface ) Also I have been playing with using complex
> clippings of sphere surfaces to use as hair. Actually it is kind of on
> the back burning right now but it seemed quite fast rendering. Don't know
> if any of that relates to your problem.
Mike actually answered my question, but thanks to you and Warp for the extra
information.
The IC_Triangle function (in ISOCSG.inc) is very close to what I would like.
What I'm thinking of, is a fairly simple way of replacing a mesh (smooth
triangles) with "real" surfaces. If the IC_Triangle had the ability to pass
the vertex normals as well, and actually have the normals changed into a
real function-based surface, it would be, well, really cool. In theory,
such a feature could allow someone to completely replace a smooth triangle
mesh with isosurfaces.
It sounds compelling to me, but I'm not sure I could pull-off something of
this magnitude. In my ideal world, it could be a patch which uses a new
format (mesh3?), or alternately, it could read through a mesh2 object and
convert it into something else (isosurfaces, perhaps).
To back up a little bit, I'm often annoyed by the artifacts that come as a
result of the "smooth triangle" problem. The problem becomes very visible
at times (e.g. http://www.oyonale.com/ldc/images/fermeture_detail2.jpg
[sorry Gilles]). However, I see that the new PoseRay does surface
subdivision now, which may aid in alleviating this problem. So anyway,
that's where I was going with this.
--
Jeremy
www.beantoad.com
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