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a test of mesh2 with pov3.5b2, with a model from
http://www-graphics.stanford.edu/data/3Dscanrep/
543.652 vertex & 1.087.716 faces (no normal, no uv mapping)
it gives a 45 MB ascii file for the mesh2 ..
rendered at 600x600 +A0.1 on an athlon 900MHz 256MB
parse : 77 s
render : 18 s (yes, it takes longer to parse than to render ! :)
memory peak : 200 MB (it seems quite a lot even for such a large mesh no ?)
M
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Attachments:
Download 'statue.jpg' (58 KB)
Preview of image 'statue.jpg'
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Mael wrote:
> a test of mesh2 with pov3.5b2, with a model from
> http://www-graphics.stanford.edu/data/3Dscanrep/
>
> 543.652 vertex & 1.087.716 faces (no normal, no uv mapping)
> it gives a 45 MB ascii file for the mesh2 ..
>
> rendered at 600x600 +A0.1 on an athlon 900MHz 256MB
> parse : 77 s
> render : 18 s (yes, it takes longer to parse than to render ! :)
> memory peak : 200 MB (it seems quite a lot even for such a large mesh no ?)
>
> M
>
> [Image]
That is very cool. I'm still trying to figure out how to use Mesh2 to my
advantage.
--
Josh English
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
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Ah, the happy Buddah, first 3D object to be "faxed". Tell me... Did you do
this all in one pass or did you do 4 renders? Second, did you parse the mesh
4 times for each position or did you just declare it once and tranform and
copy it 4 times?
Post a reply to this message
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Which mesh did you download?
Jim
"Mael" <mae### [at] hotmailcom> wrote in message
news:3ba8aae0@news.povray.org...
> a test of mesh2 with pov3.5b2, with a model from
> http://www-graphics.stanford.edu/data/3Dscanrep/
>
> 543.652 vertex & 1.087.716 faces (no normal, no uv mapping)
> it gives a 45 MB ascii file for the mesh2 ..
>
> rendered at 600x600 +A0.1 on an athlon 900MHz 256MB
> parse : 77 s
> render : 18 s (yes, it takes longer to parse than to render ! :)
> memory peak : 200 MB (it seems quite a lot even for such a large mesh no
?)
>
> M
>
>
>
>
>
Post a reply to this message
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> Ah, the happy Buddah, first 3D object to be "faxed". Tell me... Did you do
> this all in one pass or did you do 4 renders? Second, did you parse the
mesh
> 4 times for each position or did you just declare it once and tranform and
> copy it 4 times?
i render this in one pass, using a macro that center/scale an object an
render 4 views of it (using light_group, an orthographic camera, min &
max_extent, text object etc..). i will post the macro to p.b.s-f
The mesh is declared and then transformed for each view
the script is
#include "views.inc"
#declare buddha=object {#include "models\buddha.inc" pigment {color rgb
<.8,.6,.2>} finish {ambient .2 diffuse .8 specular .8 } }
Views(buddha,"back","left","right","front",yes,no,0)
M
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> Which mesh did you download?
happy_recon.tar.gz
it s an ascii file with list of vertex and faces, quite easy to transform
into mesh2 format
M
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"Mael" <mae### [at] hotmailcom> wrote in message
news:3ba991fb@news.povray.org...
> > Which mesh did you download?
>
> happy_recon.tar.gz
>
> it s an ascii file with list of vertex and faces, quite easy to transform
> into mesh2 format
>
Looks very nice. I'm not very familiar with the mesh2 format. Could you
possible explain
how you did the conversion?
Gail
--
*************************************************************************
* gsh### [at] monotixcoza * Step into the abyss, *
* http://www.rucus.ru.ac.za/~gail/ * and let go. Babylon 5 *
*************************************************************************
* Just think of me as the storm before the calm Magic: The Gathering*
*************************************************************************
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