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Ah...man...errrrrgh...
So...a little practical advice would be in order here...
What would be the best course of action "in general"?
1) Create some sort of SDL raytracer which creates a mesh of my object
from scratch, so people can use realistic ice/snow textures with SSS and
interior
or
2) Forget #1 and just perfect what I have, and put a big fat disclaimer
about using any texture with IOR and filter/transmit, because single
pixels can take a week or more..
or
3) Somehow find exemplars of macros which raytrace/mesh convert/export so
I can Frankenstein something half respectable
So long as you do not use any fancy textures, this thing flies...
Given all I have going on I really don't think #1 is very practical if
starting from absolute scratch.
#2 simply doesn't taste right to me...
Maybe if someone has retained a *good and simple* SDL raytracer sample,
which I know has been posted at some time, *and* if I someone has a copy
of a *good and simple* mesh converter, of which I also know exists and has
been posted, #1 or #3 may become significantly more feasible. #3 looks
best to me..
I know someone made a mesh object pov converter one time...but I don't
know where to start in finding it..if I could just get my hands on those
things previously listed, I know I could hack something together that
would (probably with some advice from the community) get the job done and
be re-usable for other macros in at least some capacity.
Does anyone remember the names of the files/who made, the sdl raytracers,
mesh converters and export utilities I mentioned?
Ian McDonald
On Sat, 11 Dec 2010 15:06:47 -0500, clipka <ano### [at] anonymous org> wrote:
> Am 11.12.2010 02:58, schrieb [GDS|Entropy]:
>
>> Is this something that would require "obtaining" the geometry with an
>> SDL raytracer that dumps optimized points to a mesh
>> creation/optimization macro? (I really hope not..REALLY hope not..)
>
> Normally yes - sorry.
>
> But then again, POV-Ray has super-normal powers ;-)
>
> One option that springs to my mind is to render an animation series of
> "slices" of the object, then use an external tool to trace the outlines
> of the shape in order to create a vertex cloud, and ultimately connect
> them to a mesh. Maybe do some sophisticated cleanup to reduce the vertex
> count where possible. Voila.
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