|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Le_Forgeron <jgr### [at] freefr> wrote:
> Le 31/03/2014 18:13, LanuHum nous fit lire :
> > Le Forgeron!
> > My Blender already is able tessel and tesselate. See the picture below.
> > If to turn object, distortions, bad transformation turn out:
>
> I do not get it.
> The tesselation use the bounding box, so turning the object before
> tesselating is expected to provide a different result.
>
> The rotated box is indeed occupying less volume (in %) of its bounding
> box, hence a different tesselation.
>
> If you want the same mesh, tesselate at origin and apply the deformation
> on the mesh instead of the original object.
Thanks!
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"LanuHum" <Lan### [at] yandexru> wrote:
> Le_Forgeron <jgr### [at] freefr> wrote:
> > Le 31/03/2014 18:13, LanuHum nous fit lire :
> > > Le Forgeron!
> > > My Blender already is able tessel and tesselate. See the picture below.
> > > If to turn object, distortions, bad transformation turn out:
> >
> > I do not get it.
> > The tesselation use the bounding box, so turning the object before
> > tesselating is expected to provide a different result.
> >
> > The rotated box is indeed occupying less volume (in %) of its bounding
> > box, hence a different tesselation.
> >
> > If you want the same mesh, tesselate at origin and apply the deformation
> > on the mesh instead of the original object.
>
> Thanks!
Le Forgeron!!!
I very much liked your ideas.
I will connect assembly with Blender and to acquaint users of a new site.
Big to you thanks!!!
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hi!
Sorry!
Mr Le Forgeron, you removed source codes, or moved to other place?
It would be desirable to have your version always.
Thanks.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Le 31/08/2014 19:25, LanuHum a écrit :
> Hi!
> Sorry!
> Mr Le Forgeron, you removed source codes, or moved to other place?
> It would be desirable to have your version always.
>
> Thanks.
>
>
>
>
I finally made my source a fork of the official tree.
(from git point of view. It has always been a fork, but due to the
original being a mercurial fork from the perforce repository, it took a
bit of time and effort to reattach the whole thing to the official git
repository).
To avoid conflicts with previously advertised repository, I had to crash
it and create a new one.
https://github.com/LeForgeron/povray
Now, beware of the branches, experiments are in Hgpovray branch.
--
Just because nobody complains does not mean all parachutes are perfect.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Le_Forgeron <lef### [at] freefr> wrote:
> I finally made my source a fork of the official tree.
> (from git point of view. It has always been a fork, but due to the
> original being a mercurial fork from the perforce repository, it took a
> bit of time and effort to reattach the whole thing to the official git
> repository).
>
> To avoid conflicts with previously advertised repository, I had to crash
> it and create a new one.
>
> https://github.com/LeForgeron/povray
>
> Now, beware of the branches, experiments are in Hgpovray branch.
>
Thank you! :)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Problem with array :(
For some reason there are white not smoothed lines.
The more the number of hair, the appears white lines more.
Array - sphere_sweep with uv_mapping
Post a reply to this message
Attachments:
Download 'uv_sphere_sweep.jpg' (31 KB)
Preview of image 'uv_sphere_sweep.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Le 01/09/2014 19:22, LanuHum a écrit :
> Problem with array :(
> For some reason there are white not smoothed lines.
> The more the number of hair, the appears white lines more.
> Array - sphere_sweep with uv_mapping
>
Looks like AA was not active or the color is far above 1.
Any sources ?
--
Just because nobody complains does not mean all parachutes are perfect.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Le_Forgeron <lef### [at] freefr> wrote:
> Looks like AA was not active or the color is far above 1.
>
> Any sources ?
>
> --
> Just because nobody complains does not mean all parachutes are perfect.
No! In sources 14 sphere_sweep with one material, but output image has 13
objects with a material, and one error: white color
Look attachment:
Post a reply to this message
Attachments:
Download 'error.zip' (15 KB)
|
|
| |
| |
|
|
|
|
| |
| |
|
|
50 sphere_sweep with one material:
44 - good, AA - good
6 - error: color white, AA off
Post a reply to this message
Attachments:
Download 'scene.jpg' (58 KB)
Preview of image 'scene.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Am 02.09.2014 18:11, schrieb LanuHum:
> 50 sphere_sweep with one material:
> 44 - good, AA - good
> 6 - error: color white, AA off
The AA problem is certainly just a side effect of the underlying bug.
Most likely the texture computations for the respective sphere sweeps
yield a result that is "Not a Number" (NaN, e.g. due to an attempt to
take the square root of a negative number or the like) or infinity;
anti-aliasing can't digest these values, and comes up with NaN or
infinity for the entire pixels.
It is only after anti-aliasing, when the value is converted to the 8-bit
integer range, that it turns into a sane value (and only because
integers don't have values to represent NaN or infinity); on some
platforms this value is zero, yielding black, while on other systems it
is the maximum possible integer value, yielding white.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |