|
![](/i/fill.gif) |
Peter Duthie <pd_### [at] warlordsofbeer com> wrote:
> I mean to the mesh. In that the mesh consists of verticies, edges,
> faces, uv_vectors, and normals. Transforming the verticies will
> generally transform the edges and faces with which they are associated
> unless my understanding of meshes is fundamentally flawed.
We are talking about non-linear transformation here.
Moving the vertices around will only apply a linear transformation
to the edges and faces.
Applying a true non-linear transformation to the mesh would bend the
edges of the triangles (and thus their surfaces). However, no renderer
I know of can do this (some renderers subdivide the triangles to get
more "bending", but it's still just an approximation, not a true
non-linear transformation).
Usually a "non-linear" transformation of a mesh is performed by just
moving the vertices (and normals). The edges and faces keep straight
regardless (which means that only linear transformations are performed
to them in practice).
> I'd be interested in
> knowing specifically what problems you can foresee with this sort of
> mesh transformation so that I can try to come up with a solution.
The problem is that the "non-linear" transformation of a mesh is only
as good as the size of its triangles.
If you have for example a box consisting of two triangles per side,
twisting the box is basically impossible (without subdividing the
triangles).
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
Post a reply to this message
|
![](/i/fill.gif) |