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>> Are your adjacent triangles referencing the same vertex, or are you
>> defining the coordinates repeatedly for each triangle?
>
> No, each vertex is defined only one - as I use mesh2 rather than
> classical mesh!
Can you post a small example scene (eg a camera and mesh2 with just 2
triangles) that shows the gap where there should be no gap?
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From: Warp
Subject: Re: Mesh2 to isosurface - how to do with IsoCSG?
Date: 20 Dec 2010 10:17:11
Message: <4d0f7377@news.povray.org>
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> High!
Ok, I can't resist it anylonger. The word you are looking for is "Hi!"
That word you keep using has a completely different meaning.
--
- Warp
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On 20/12/2010 3:17 PM, Warp wrote:
>> High!
>
> Ok, I can't resist it anylonger. The word you are looking for is "Hi!"
> That word you keep using has a completely different meaning.
>
He's from the Netherlands and I think he means High! :-P
--
Regards
Stephen
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From: Jörg 'Yadgar' Bleimann
Subject: Re: Mesh2 to isosurface - how to do with IsoCSG?
Date: 20 Dec 2010 12:59:30
Message: <4d0f9982$1@news.povray.org>
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Eight Miles High!!!
On 20.12.2010 16:17, Warp wrote:
> Ok, I can't resist it anylonger. The word you are looking for is "Hi!"
> That word you keep using has a completely different meaning.
No, my English is good enough that I'm aware of that - "High!" long ago
became my trademark greeting to indicate my permanent POV-Ray-induced
intoxication! POV-Ray really turns me on!!!
See you in Khyberspace!
Yadgar
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Warp <war### [at] tagpovrayorg> wrote:
> > Christoph Hormann's Earth renditions, apparently done with mesh2s
> > converted to isosurfaces (http://earth.imagico.de/technical.html) made
> > me drool instantly... and as he had done an include called "IsoCSG", I
> > wonder whether a mesh2 to isosurface conversion feature was contained
> > therein. But when I looked over the documentation of version 0.7, I
> > found no hint about how to do this. Could it be that only a version not
> > yet released contains this - or do I have to do it an entirely different
> > way! But there MUST be some way to convert mesh2s into isosurfaces...
>
> Sorry for asking, but for what possible reason would one want to
> convert a mesh into an isosurface? A conversion to the other direction
> would make sense and, in fact, be really useful (at least in terms of
> rendering speed). However, converting a mesh to an isosurface seems to
> be completely backwards. Why would one want to do that?
>
> (One could perhaps argue that you can apply any kinds of transformations
> to an isosurface. However, you can do that to a mesh too, although it
> requires more indirect means. If you put your vertices and normal vectors
> in arrays and then create the vertex and normal vectors of the mesh from
> those arrays, you can apply any transformations you want to those vertices
> in the arrays before creating the mesh, thus achieving free transformations.
> While not absolutely trivial, it's not that hard either.)
>
> --
> - Warp
A very interesting use case (to me) would be e.g. to model a comet where a rough
3D model is available in the form of vertices (e.g. 67P from Rosetta data), and
you would want to add some fake detail in order to make close-up renderings look
less artificial.
If the mesh was an isosurface in the first place, modifying it to add additional
fake detail would be straightforward!
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