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Among other things, Alain saw fit to write:
> Are your objects opaque? If so, you don't have to remove anything, the
> intersecting parts will get hiden inside the other object.
>
> If they are transparent, you can use a merge of the different shapes. That
> way, if your meshes have a clearly deffined inside(inside vector), it's
> possible to remove the parts that are inside the other object.
Thanks for the reply. But as I said, this is not directly related to
POV-Ray, it's not a problem of rendering the object, but of getting a
definition for the surface, and I cannot have intersecting triangles, all
of them have to be in the surface.
I'm considering another method: projecting a tesselated sphere and then
subdividing the mesh when needed... This would the "advantage" of only
giving the outer surface (which is what I ultimately need, I believe).
--
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby
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