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In article <h32gavo8csv7vcgefdsi0fl3ei8orr0cdq@4ax.com>,
ABX <abx### [at] abx art pl> wrote:
> That's me who suggested that macro. When I refered to it I wasn't sure if he
> is interested in METHOD or RESULT of his description.
Oh, sorry about that then.
> I'm still not sure if he is rather interested in RESULT of specific
> case of his sum or in general METHOD. I hope my hints helped him and
> I hope you are not angry that I answered instead of licensed TAG
> member ;-)
The TAG does not have any exclusive rights on giving help. ;-)
Anyway, I've been assuming he wants a general "sum" object similar to
the CSG union object. In this case, a way of finding an intersection
between a ray and the sum of the objects is necessary. The given
descriptions involve adding points on the objects together to get new
points, but POV doesn't have those points in the first place, it finds
them as necessary using object-specific methods. The original poster
asked about insideness testing...each object has a function that can
determine if a given point is inside it, which doesn't seem at all
helpful for this.
It might be possible to find a large enough number of points do get fair
approximations of the surfaces by randomly tracing rays at the objects.
You could then operate on these point fields and either patch POV to
render them directly (there are algorithms for directly raytracing point
fields) or convert them into a mesh. I'm not sure how good the results
will look, and you will need to handle a *lot* of points. The original
poster seems to be expecting something more like a CSG operation, which
is just impossible as far as I can tell. The macro mentioned can do it,
but it was created by hand...I see no way of telling a program to
combine arbitrary shapes and get a composite of several objects of
different types (spheres, boxes, and cylinders in this case) as a result.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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