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what i want to do is intersect a mesh2 object with a box (hoping it will
make a solid). is it possible? i'm using megapov 0.4, but i still get
an error telling me "patch objects not allowed in intersection". it
does look right, but when i cut a piece out to see if it is solid, a
hole in the surface is cut, and the inside is the color of the
background. does that mean that only the outer surface of a mesh2
object is visible? TIA
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Try adding something like this to your mesh object:
inside_vector <0, 0, 1>
In MegaPov, this will instruct MegaPov to treat this as a solid mesh. Be
aware that the algorithm that computes mesh insidedness is flawed, but it
does work most of the time. Read the docs (section 5.3) for more
information.
-Nathan
ryan constantine <rco### [at] yahoocom> wrote...
> what i want to do is intersect a mesh2 object with a box (hoping it will
> make a solid). is it possible? i'm using megapov 0.4, but i still get
> an error telling me "patch objects not allowed in intersection". it
> does look right, but when i cut a piece out to see if it is solid, a
> hole in the surface is cut, and the inside is the color of the
> background. does that mean that only the outer surface of a mesh2
> object is visible? TIA
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perfect! thanks!
Nathan Kopp wrote:
>
> Try adding something like this to your mesh object:
> inside_vector <0, 0, 1>
>
> In MegaPov, this will instruct MegaPov to treat this as a solid mesh. Be
> aware that the algorithm that computes mesh insidedness is flawed, but it
> does work most of the time. Read the docs (section 5.3) for more
> information.
>
> -Nathan
>
> ryan constantine <rco### [at] yahoocom> wrote...
> > what i want to do is intersect a mesh2 object with a box (hoping it will
> > make a solid). is it possible? i'm using megapov 0.4, but i still get
> > an error telling me "patch objects not allowed in intersection". it
> > does look right, but when i cut a piece out to see if it is solid, a
> > hole in the surface is cut, and the inside is the color of the
> > background. does that mean that only the outer surface of a mesh2
> > object is visible? TIA
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one problem. hopefully there is a solution. the mesh came out solid
just perfect, but there are artifacts of the cube i cut the mesh out of
under my object. does this indicate holes in my mesh? i can't see
any. or does it mean that i have some normals flipped around? the
artifacts are what's left if you take an inverse shadow projected
directly below the object onto a plane. if you need a pic, i can post
one in the images group. thanks again.
Nathan Kopp wrote:
>
> Try adding something like this to your mesh object:
> inside_vector <0, 0, 1>
>
> In MegaPov, this will instruct MegaPov to treat this as a solid mesh. Be
> aware that the algorithm that computes mesh insidedness is flawed, but it
> does work most of the time. Read the docs (section 5.3) for more
> information.
>
> -Nathan
>
> ryan constantine <rco### [at] yahoocom> wrote...
> > what i want to do is intersect a mesh2 object with a box (hoping it will
> > make a solid). is it possible? i'm using megapov 0.4, but i still get
> > an error telling me "patch objects not allowed in intersection". it
> > does look right, but when i cut a piece out to see if it is solid, a
> > hole in the surface is cut, and the inside is the color of the
> > background. does that mean that only the outer surface of a mesh2
> > object is visible? TIA
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First, try using a different inside_vector (try a few). If that doesn't
solve the problem, a pic would help.
-Nathan
ryan constantine <rco### [at] yahoocom> wrote...
> one problem. hopefully there is a solution. the mesh came out solid
> just perfect, but there are artifacts of the cube i cut the mesh out of
> under my object. does this indicate holes in my mesh? i can't see
> any. or does it mean that i have some normals flipped around? the
> artifacts are what's left if you take an inverse shadow projected
> directly below the object onto a plane. if you need a pic, i can post
> one in the images group. thanks again.
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thanks for your help. i'm an idiot. i've read the docs so many times
that i don't see everything that's there, if you know what i mean. i
didn't realize that a solid mesh is actually an object. i had focused
on the 'mesh can be used in csg' part only. so now that the mesh is a
solid object, it looks great! now if i can just figure out all of the
export settings for 3dwin. i made the mesh using spatch and exporting
as dxf. then in 3ds i made sure the normals were all facing out of the
object, but didn't change anything else (i want this to be as much a pov
only model as i can). in 3ds, my compound curves are perfectly smooth.
when i export as a 3ds and then use 3dwin to convert to moray, i can't
seem to get the same level of smoothness. likewise with 3ds2pov which i
believe you helped develop. any tips for getting a mesh or mesh2
(depending i guess on which converter i use) to look exactly like the
3ds file? thanks again.
Nathan Kopp wrote:
>
> First, try using a different inside_vector (try a few). If that doesn't
> solve the problem, a pic would help.
>
> -Nathan
>
> ryan constantine <rco### [at] yahoocom> wrote...
> > one problem. hopefully there is a solution. the mesh came out solid
> > just perfect, but there are artifacts of the cube i cut the mesh out of
> > under my object. does this indicate holes in my mesh? i can't see
> > any. or does it mean that i have some normals flipped around? the
> > artifacts are what's left if you take an inverse shadow projected
> > directly below the object onto a plane. if you need a pic, i can post
> > one in the images group. thanks again.
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