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A "Make_Mesh" macro? Hmmm, that sounds quite interesting! I am going to
research on that macro! Thanks, Greg!
Sven
> Sven Littkowski wrote:
>> Is there any tool or way to create meshes out of objects (such as unions,
>> basic shapes, differences or intersections)?
"Greg M. Johnson" <pte### [at] thereallycommononethatstartswithaYcom> schrieb
im Newsbeitrag news:446fb63d@news.povray.org...
> I'd have to find out where and if I've published my own code for this.
> But
> it involved the trace function and the makemesh macros.
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From: "Jérôme M. Berger"
Subject: Re: Any tool to transform objects to meshes
Date: 21 May 2006 03:14:34
Message: <4470135a$1@news.povray.org>
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Hash: SHA1
Greg M. Johnson wrote:
> There's a way to do it in povray's SDL, which is kinda clunky.
>
> It essentially would turn this:
> http://flickr.com/photos/pterandon/32127796/in/set-110545/
>
> into this:
> http://flickr.com/photos/pterandon/30766135/in/set-110545/
>
It should be possible to implement the marching cubes algorithm [1]
in SDL using an object pattern. This would probably give better
results (in particular, the arms wouldn't be attached to the sides
of the body).
Jerome
[1] http://www.exaflop.org/docs/marchcubes/
- --
+------------------------- Jerome M. BERGER ---------------------+
| mailto:jeb### [at] freefr | ICQ: 238062172 |
| http://jeberger.free.fr/ | Jabber: jeb### [at] jabberfr |
+---------------------------------+------------------------------+
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On 20 May 2006 16:34:09 -0400, Warp <war### [at] tagpovrayorg> wrote:
Moray 3.5 can!!!! convert POV-Ray primitives with help of 3DWin plugin
for Moray.
Moray triangulates (evaluates) internally primitives.
-tb
>Tim Cook <z99### [at] bellsouthnet> wrote:
>> Shh, don't tell Moray 3.5 that...
>
> It can convert POV-Ray SDL to meshes?
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news: 6b50721g0s2uhchqjhjc2t8inkt8eddohp@4ax.com...
> On 20 May 2006 16:34:09 -0400, Warp <war### [at] tagpovrayorg> wrote:
>
> Moray 3.5 can!!!! convert POV-Ray primitives with help of 3DWin plugin
> for Moray.
>
Actually Moray can export primitives and evaluated CSGs to mesh without
3DWin.
In Moray, the" transform to mesh" feature is based on the display triangles
and quads so you can set the wireframe division in the "advanced" tab of the
configuration (Alt+O) settings.
Moray exports the result as mesh or mesh2 if you want.
Marc
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Question to those who work with meshes:
my current scene has a long huge pole (diameter 600 units=meters, from -200z
to +1800z) and many vertical cylinders with spheres at their ends inside
which are cut at the huge main cylinder's edge (intersection or difference).
The rendering speed is torturing slooow.
Having this transformed to a mesh, would it render faster?
Greetings,
Sven
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"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message
news:44705433$1@news.povray.org...
> Question to those who work with meshes:
>
> my current scene has a long huge pole (diameter 600 units=meters,
> from -200z to +1800z) and many vertical cylinders with spheres at their
> ends inside which are cut at the huge main cylinder's edge (intersection
> or difference). The rendering speed is torturing slooow.
>
> Having this transformed to a mesh, would it render faster?
>
> Greetings,
>
> Sven
>
Hi Sven,
If you're cutting a lot of holes in your main cylinder, then you may be
running into the problem that Mike Williams has covered in his tutorial at
http://www.econym.demon.co.uk/holetut/index.htm.
Regards,
Chris B.
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44705433$1@news.povray.org...
> Question to those who work with meshes:
>
> my current scene has a long huge pole (diameter 600 units=meters,
from -200z
> to +1800z) and many vertical cylinders with spheres at their ends inside
> which are cut at the huge main cylinder's edge (intersection or
difference).
> The rendering speed is torturing slooow.
>
> Having this transformed to a mesh, would it render faster?
>
> Greetings,
>
> Sven
>
>
Likely : calculing lot of differences with a huge object is time consuming,
rendering it as a mesh is very faster.
are your vertical cylinder with sphere all the same?.
If yes, you could make one difference with a short cylinder and multicopy it
all along (with rotations around z) to build a long cylinder
Marc
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Sven Littkowski nous apporta ses lumieres en ce 21/05/2006 07:51:
> Question to those who work with meshes:
>
> my current scene has a long huge pole (diameter 600 units=meters, from -200z
> to +1800z) and many vertical cylinders with spheres at their ends inside
> which are cut at the huge main cylinder's edge (intersection or difference).
> The rendering speed is torturing slooow.
>
> Having this transformed to a mesh, would it render faster?
>
> Greetings,
>
> Sven
>
>
Is your camera inside that object? Are all those protuding elements like buildings
constructed on
the iner face? Try to use an union instead. If you don't see the outer part, there
won't be any
difference, but will render much faster.
You can also give some thickness to the cylinder wall by differencing it from a
slightly larger one.
--
Alain
-------------------------------------------------
Feminism: Men are shit.
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Hi!
Please have a look to the "SciFi: Preview XX: Imperial Carrier" (inside the
"povray.binaries.images" newsgroup) to see the large bays of a starship.
These bays cause that slowing in the render procedure.
Greetings,
Sven
"Sven Littkowski" <sve### [at] jamaica-focuscom> schrieb im Newsbeitrag
news:44705433$1@news.povray.org...
> Question to those who work with meshes:
>
> my current scene has a long huge pole (diameter 600 units=meters,
> from -200z to +1800z) and many vertical cylinders with spheres at their
> ends inside which are cut at the huge main cylinder's edge (intersection
> or difference). The rendering speed is torturing slooow.
>
> Having this transformed to a mesh, would it render faster?
>
> Greetings,
>
> Sven
>
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44707e14$1@news.povray.org...
> Hi!
>
> Please have a look to the "SciFi: Preview XX: Imperial Carrier" (inside
the
> "povray.binaries.images" newsgroup) to see the large bays of a starship.
> These bays cause that slowing in the render procedure.
>
> Greetings,
>
Because they are CSG? waaa I understand.... you could speed up your render
by 100 at least.
why not to declare a union of theses bays and use them for an
object_pattern texture_map ?
Marc
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