POV-Ray : Newsgroups : povray.tools.general : How to "roundify" objects : Re: How to "roundify" objects Server Time
25 Apr 2024 09:43:32 EDT (-0400)
  Re: How to "roundify" objects  
From: Le Forgeron
Date: 19 May 2015 11:33:53
Message: <555b57e1@news.povray.org>
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Le 19/05/2015 16:41, Lars Rohwedder a écrit :
> Am 19.05.2015 um 15:32 schrieb Stephen:
>> On 19/05/2015 13:39, Lars Rohwedder wrote:
>>> * strong blur that distorts the whole object a lot but looks 
>>> interesting, too.
>> 
>> You might find Bill's macro interesting too.
>> 
>> http://lib.povray.org/searchcollection/index2.php?objectName=meshreli
ef&version=1.0&contributorTag=Bill
>
>> 
> Looks nice. (I pimped the example file that is shipped with Bill's
> macro)
> 
> Albeit it does solve the problem I described.
> 
> And I don't know how to generate (either by Povray macro magic or
> by a self-written C++ program) a mesh that represents "rounded"
> versions of arbitrary objects. :-/
> 

You would need something like a proximity pattern/evaluator, and to
know if the normal at each vertex is toward inside or outside. For
proximity at 50%, you do not move. For other values, you move along
the normal... excepted that there is more than one normal per vertex,
so you need to average them all somehow (weight might not be trivial,
hoping they are all on the same side).

For proximity giving a low density, you move "inward" (erosion).
For proximity giving a high density, you move "outward" (filling hole)

The problem that remains: getting the initial mesh that satisfies the
needed predicats.

> Lars R.
> 

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