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"Kenneth" <kdw### [at] gmail com> wrote:
> When I convert it to SMOOTH triangles (the default at your conversion site), the
> cube appears CORRECT as to inside/outside colors. That surprised me.
>
> When I convert it to FLAT triangles, the inside/outside is *reversed*.
I'm going to just speculate that since mesh2 and smooth_triangle both allow the
user to specify what the normal vector is, then perhaps that overrides whatever
normal would be calculated based upon the ordering of the vertices.
- BW
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On 13/10/2025 20:24, Bald Eagle wrote:
> I'm going to just speculate that since mesh2 and smooth_triangle both allow the
> user to specify what the normal vector is, then perhaps that overrides whatever
> normal would be calculated based upon the ordering of the vertices.
You are absolutely right. I've just reversed vertices order, and it
works fine now.
--
YB
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On 13/10/2025 19:58, Kenneth wrote:
> YES, that worked; and thanks for that cube object, ...
Always welcome, now this testing cube is available at [1] button.
> Anyway, at least *part* of the mystery has been cleared up :-D
The answer is simple: order of vertices define normal direction.
When normals specified, they overwrite this calculation. I've just
reversed vertices order, and it works fine now (check it, please).
> In my opinion, the 'union' at the end of the converted file(s) is not really
> necessary, nor is the 'part1' object there. The converted .inc file by itself
> would be easier to render in one of our scenes, just by #including it there.
I am using unions to reflect the structure of the original scene for
technical purposes. Using objects is necessary for materials assignment
to different parts (meshes) of complex models. But if you see an
alternative and better solution, please share your thoughts.
--
YB
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yesbird wrote:
> On 13/10/2025 19:58, Kenneth wrote:
> > YES, that worked; and thanks for that cube object, ...
>
> I've just
> reversed vertices order, and it works fine now (check it, please).
YES, both the smooth and flat versions render correctly now; the outsides and
insides are where they should be! Excellent.
>
>
> I am using unions to reflect the structure of the original scene for
> technical purposes. Using objects is necessary for materials assignment
> to different parts (meshes) of complex models.
Ah yes, I understand now. For my own purposes, I will just delete the unions.
---------
For your 'materials', are you using your own creations? I would suggest using
the standard textures that come with POV-ray instead, available in its 'include'
folder (perhaps in 'textures.inc', 'glass.inc', etc.) For example, your
'M_yellow_green_gloss' material is not included in POV-ray as far as I can tell,
and could be confusing to a user when first trying to render the mesh2. (It also
causes an error.)
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On 14/10/2025 03:26, Kenneth wrote:
> For your 'materials', are you using your own creations? I would suggest using
> the standard textures that come with POV-ray instead, available in its 'include'
> folder (perhaps in 'textures.inc', 'glass.inc', etc.) For example, your
> 'M_yellow_green_gloss' material is not included in POV-ray as far as I can tell,
> and could be confusing to a user when first trying to render the mesh2. (It also
> causes an error.)
I guess it's time to write a help system :). Short notes about how to
use the studio and materials available by clicking (?).
I mentioned somewhere, that these materials are from Mike Miller's
collection. To browse them please enter materials directory and render
'samples_default.pov' (http://localhost:8085/data/download/studio.zip).
You are absolutely right about standard materials, I will include them
in my library later, after finishing main functionality. In general,
preparing materials is a simple, but time consuming task, moreover I
need to adjust lighting for better matcap rendering. Any assistance
related to this part of the project is highly appreciated. :)
--
YB
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On 14/10/2025 03:45, yesbird wrote:
> I mentioned somewhere, that these materials are from Mike Miller's
> collection. To browse them please enter materials directory and render
> 'samples_default.pov' (http://localhost:8085/data/download/studio.zip).
Sorry, it's time to sleep :):
https://povlab.yesbird.online/studio/data/download/studio.zip
--
YB
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