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Interesting...quite interesting.
I wonder though; no matter the non-blob approach taken, it seems that when
considering the textures, if one were to have two blobs of differing
texture they would no longer "mix" as they do with blob objects. If this
is the case then a lot of the realism gained through slope textures+blobs
would be lost.
Ian
On Mon, 13 Dec 2010 22:28:21 -0500, Chris Cason
<del### [at] deletethistoopovrayorg> wrote:
> On 12/12/2010 07:06, clipka wrote:
>> 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.
>
> The mesh camera with the max_distance setting could be used to probe an
> entire blob in a single render.
>
> http://wiki.povray.org/content/Documentation:Reference_Section_3#Max_Distance
>
> Of course this doesn't solve the problem of getting the point cloud into
> vertexes.
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