|  |  | I have decided to test out John VanSickle's promising
"New Surface Subdivision Suite":
http://www.geocities.com/evilsnack/nsss.htm
But after some successful test runs, I have now run
into trouble =(
When I render the scene below, some odd surface normals
seem to appear along the edges of the modeled cube.
- Have anyone else experienced problems with this ?
- Or does anyone know if I am doing something wrong ?
(I'll shortly post an image to povray.binaries.images
that illustrates the problem.)
Tor Olav
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#version 3.6;
#include "nsss.inc"
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#local Vertices =
   array[8] {
     <0, 0, 0>,
     <1, 0, 0>,
     <1, 1, 0>,
     <0, 1, 0>,
     <0, 0, 1>,
     <1, 0, 1>,
     <1, 1, 1>,
     <0, 1, 1>
   }
#local Faces =
   array[6][4] {
     { 0, 1, 2, 3 },
     { 0, 4, 7, 3 },
     { 0, 1, 5, 4 },
     { 3, 2, 6, 7 },
     { 1, 5, 6, 2 },
     { 6, 5, 4, 7 }
   }
#local S = 2; // Sharpness
#local SharpEdges =
   array[12][3] {
     { 0, 1, S },
     { 1, 2, S },
     { 2, 3, S },
     { 3, 0, S },
     { 4, 5, S },
     { 5, 6, S },
     { 6, 7, S },
     { 7, 4, S }
     { 0, 4, S },
     { 1, 5, S },
     { 2, 6, S },
     { 3, 7, S }
   }
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
SSS_ImportBasicMesh(Vertices, Faces)
SSS_AddSharpData(SharpEdges)
SSS_Subdivide()
SSS_Subdivide()
SSS_Subdivide()
//SSS_Subdivide()
//SSS_Subdivide()
object {
//  SSS_BuildFlatMesh()
   SSS_BuildSmoothMesh()
   pigment { color rgb <1, 1, 1> }
   translate -<1, 1, 1>/2
}
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
camera {
   location <2, 3, 4>
   look_at <0, 0, 0>
   angle 25
}
light_source {
   <3, 2, 1>*100
   color rgb <1, 1, 1>
   shadowless
}
/*
light_source {
   <-1, -1, -1>*100
   color rgb <0.8, 0.8, 0.8>
   shadowless
}
*/
background { color rgb <0.6, 0.5, 0.4> }
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
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