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On 14/12/2018 23:38, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>
>> Bishop3D uses bicubic patches. That is what I used to throw my image
>> together.
>
> I always forget about Bishop - but I hardly ever use a modeler.
>
I use one 95% of the time.
>> It can also import a subset of Pov ver 3.6 sdl.
>
> That's pretty cool! :) I don't think there are any other software packages
> that can _import from_ POV-Ray :O
>
There was something quite a while ago that could parse Pov 2.0 code. I
never got it to work. :(
>> Moray uses bicubic patches and its method is better. It can create
>> stitched together bicubic patches.
>
> Hmm. Been a few years since I fired up Moray - does it spit out SDL?
>
Only as *.pov code. and it is nearly 15 years since I used it except for
reference.
>> <aside> I should have mentioned that when Bald Eagle was doing it
>> programmatically. Sorry Bill, it could have served as a reference. </aside>
>
> No worries. It was mostly an exercise in learning how to wrestle bicubic
> patches into shape, contiguously, and with normals. Also how to place objects
> ON the surface.
>
> But I will file that info away in the rusty sieve inside my head... :D
>
>
But a rusty sieve can be impermeable. :)
>> Early this morning I found that Nvidia had rendering software called
>> Gelato that can use bicubic patches and Nvidia GPUs. It is no longer
>> supported but it is free to download. It cost 1500 USD at the time.
>> The download came with 3DMax, Mayo and Renderman plugins.
>> I will try the free version of Renderman and see if I can get it working.
>
> I'd use a modeler more often if I could bounce back and forth between it and the
> editor --- or the best thing would be to somehow have some sort of real-time
> faux-traced preview as the SDL got written... wireframe or something
>
You can incorporate hand written code into B3D's scenes.
But B3D is so out of date.
--
Regards
Stephen
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