POV-Ray : Newsgroups : povray.binaries.images : RBezier : Re: RBezier Server Time
6 Oct 2024 06:24:06 EDT (-0400)
  Re: RBezier  
From: Alain
Date: 28 Apr 2014 17:56:42
Message: <535ece9a$1@news.povray.org>

> On 27-4-2014 22:21, Nekar Xenos wrote:
>> On Sun, 27 Apr 2014 19:25:25 +0200, andrel <byt### [at] gmailcom> wrote:
>>
>>>
>>>>> An electric bass guitar with a violin/celo body? That's new...
>>>>
>>>> My design electro-acoustic bass based on a contra-bass.
>>>> I hand-coded the sound-box as a bezier patch. I CSG'd the C-holes
>>>> out of
>>>> the soundbox but I couldn't add depth because I couldn't csg the sides
>>>> of the C-holes. I was thinking maybe this patch would make it possible.
>>>>
>>> Could you not subtract the a scaled down version to create the
>>> resonance chamber?
>>> I am assuming that the thickness of the upper and lower surfaces need
>>> not be detailed modelled to get a realistic sound body.
>>>
>> It just ends up looking like a shadow. I need to do the walls/edges of
>> the c-holes and they need to match.
>
> I did not realize you used set of disjoint bezier patches. Now I see all
> the mismatches where patches meet.
> It is been a long time I used bezier in POV, I can not even remember if
> you can make solids with them at all.
>
>
>

You can't make a "solid" object with them as they have no defined 
interior/exterior distinction, just the same way as the triangle and 
polygon primitives. Those primitives are just surfaces with no thickness.

You CAN combine several of them to create a solid looking, ie closed, 
object. That object can contain some media and can be used in an union, 
but can't be used in a difference or intersection. The result with a 
merge will still contain surfaces from other objects that are "inside" 
the bezier patch object that you may expect not to be visible.

Untill version 3.7 and the introduction of the inside_vector, you had 
the same limitation with mesh/mesh2 objects.



Alain


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