POV-Ray : Newsgroups : povray.binaries.images : Mesh2-based sphere sweep replacement Server Time
16 Nov 2024 16:14:18 EST (-0500)
  Mesh2-based sphere sweep replacement (Message 1 to 5 of 5)  
From: Greg M  Johnson
Subject: Mesh2-based sphere sweep replacement
Date: 20 Dec 2002 15:39:57
Message: <3e03801d@news.povray.org>
You can dial in the smoothness .


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From: Shay
Subject: Re: Mesh2-based sphere sweep replacement
Date: 20 Dec 2002 16:55:17
Message: <3e0391c5$1@news.povray.org>
"Greg M. Johnson" <gregj:-)565### [at] aolcom> wrote in message
news:3e03801d@news.povray.org...

Good start, but needs surface normals bad. Can the spheres which define the
sweep be of different radii? Does the sweep pinch, or is this just an
illusion?

 -Shay


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From: Greg M  Johnson
Subject: Re: Mesh2-based sphere sweep replacement
Date: 21 Dec 2002 13:50:04
Message: <3e04b7dc$1@news.povray.org>
The cross section will always be a "disk" perpendicular to the path of the
spline-- I think this is what you observed.

It is possible to get rid of the truncated look by simply choosing a finer
triangle size.  Were you simply pointing out the truncated look, or is there
a real benefit to adding surface normals?

"Shay" <sah### [at] simcopartscom> wrote in message
news:3e0391c5$1@news.povray.org...
>
> "Greg M. Johnson" <gregj:-)565### [at] aolcom> wrote in message
> news:3e03801d@news.povray.org...
>
> Good start, but needs surface normals bad. Can the spheres which define
the
> sweep be of different radii? Does the sweep pinch, or is this just an
> illusion?
>
>  -Shay
>
>


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From: Shay
Subject: Re: Mesh2-based sphere sweep replacement
Date: 23 Dec 2002 10:49:59
Message: <3e0730a7$1@news.povray.org>
"Greg M. Johnson" <gregj:-)56590@ao:-)l.com> wrote in message
news:3e04b7dc$1@news.povray.org...
> The cross section will always be a "disk" perpendicular to the path of the
> spline-- I think this is what you observed.
>

It appears that this is not the case, but I guess it's just an optical
illusion.


> It is possible to get rid of the truncated look by simply choosing a finer
> triangle size.  Were you simply pointing out the truncated look, or is
there
> a real benefit to adding surface normals?
>

The benefit is that an almost identical picture could be made with only
about ten rows of triangles. Your method of using tiny, pixel-sized
triangles to achieve smoothness will slow down the render and not allow
giant sweeps due to lack of memory.


 -Shay


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From: Greg M  Johnson
Subject: Re: Mesh2-based sphere sweep replacement
Date: 23 Dec 2002 23:57:20
Message: <3e07e930$1@news.povray.org>
"Shay" <sah### [at] simcopartscom> wrote in message
news:3e0730a7$1@news.povray.org...
>
> The benefit is that an almost identical picture could be made with only
> about ten rows of triangles. Your method of using tiny, pixel-sized
> triangles to achieve smoothness will slow down the render and not allow
> giant sweeps due to lack of memory.
>
>

Wow.  The things you learn.  I suppose I can try to add this to the algo....


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