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Samuel Benge <stb### [at] hotmailcom> wrote:
> Are you trying this with surface subdivision? That mesh object looks
> *very* familiar :) If you are trying it with SS, you might want to take
> the SS block out of the mesh2 statement and see if you still get strange
> results.
>
> The only mesh-csg I've tried so far has been with height_fields (which
> work very well in csg operations).
>
> -Sam
There's no subdivision or other fancy stuff at all.
The reason why it looks *very* familiar is that it is coming as a demo scene
with Povray 3.6 and you can find it in scenes/objects/mesh2.pov. For Fig 2.
I did the following replacement:
----( original code )-------------------------------------------------
object {
Mesh_A
texture { Mesh_TextureA }
rotate 180*z
rotate 90*x
translate <-2, -2, 1.5>
}
----( replacement code )----------------------------------------------
difference {
object {
Mesh_A
texture { Mesh_TextureA }
rotate 180*z
rotate 90*x
}
plane {
-y,0
}
translate <-3, -2, 1.5>
}
----------------------------------------------------------------------
The other objects are similar but I added the red cutting "planes" for
reference. The code (without rotation and translation) is:
----( "plane" code )--------------------------------------------------
box {
-2,2
scale <1,1,.00001>
pigment { color rgb x transmit .9 }
no_shadow
}
----------------------------------------------------------------------
Before posting the image I changed the camera to 1:1 ratio (right x) for a
smaller image and added the numbers in GIMP.
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Zarniwoop wrote:
> Samuel Benge wrote:
>
>>Are you trying this with surface subdivision? That mesh object looks
>>*very* familiar :) If you are trying it with SS, you might want to take
>>the SS block out of the mesh2 statement and see if you still get strange
>>results.
>> <clip>
>
> There's no subdivision or other fancy stuff at all.
> The reason why it looks *very* familiar is that it is coming as a demo scene
> with Povray 3.6 and you can find it in scenes/objects/mesh2.pov.
Hmm, I feel a bit silly.... so that makes today normal after all :)
-Sam
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