A common problem facing POVers is how to difference (ouch, that
shouldn't be a verb!) a bunch of CSG objects from another one, without
taking hours and hours to render.
Mike Williams has a great tutorial (
http://www.econym.demon.co.uk/holetut/ ) that talks about two of the
methods (subdividing the object and using isosurfaces). Another handy
method is to use blobs with negative strength component.
In the first and second pictures I created a blob with a big, flat
sphere and a bunch of negative cylinders, and then intersected the
result with a box. Render times were under 2 minutes, and, as the
second picture shows, an advantage is that you don't need regularly
spaced holes (as you would with the subdivision method.)
The third picture shows why I was needing a quicker difference. I've
been modeling "milling processes," where a milling tool rotates and cuts
pieces out of a block. If the block is a cylinder or a box, the
subdivision method works fine, with a little prep work, but when you're
carving out of some more irregularly shaped thing, this negative blob
method is much easier. In the fourth picture, I put the milling union
back in (slightly smaller) as a separate blob, to see how the carving
was done.
If anyone's interested, I can post the sources to PBSF or PTSF.
Dave Matthews
Post a reply to this message
Attachments:
Download 'nt007b.jpg' (31 KB)
Download 'nt007c.jpg' (20 KB)
Download 'nt006e.jpg' (24 KB)
Download 'nt006d.jpg' (24 KB)
Preview of image 'nt007b.jpg'
Preview of image 'nt007c.jpg'
Preview of image 'nt006e.jpg'
Preview of image 'nt006d.jpg'
|