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> Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
>>
>> The idea is that you have that reaaally nice and complex CSG,
>> isosurface, or any other non-mesh object, and you want to use it into
>> the physics simulation. Currently you are out of luck if it can't be
>> approximated with simple collision shapes, but even the most basic and
>> ugly tessellation will do a pretty god job in obtaining something that
>> will act as the "real thing" on the simulation...
>>
>> OMG, I'm already drooling!
>>
>>
>
> Am I missing something, or can't you already use the eval_pigment, then test it
> against a volumetric grid of any precision you desire.
>
>
>
> #macro eval_pigment(pigm, vec)
> #local fn = function { pigment { pigm } }
> #local result = (fn(vec.x, vec.y, vec.z));
> result
> #end
>
>
Yeah... but I would have to know what to do with the resulting points.
I prefer to have tessellation implemented in POV just as in LeForgeron
experiments: that would be very handy.
--
Jaime
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