POV-Ray : Newsgroups : povray.general : Solidifying a Mesh Object Server Time: 22 Oct 2017 21:04:42 GMT
  Solidifying a Mesh Object (Message 11 to 16 of 16)  
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From: Stephen
Subject: Re: Solidifying a Mesh Object
Date: 19 Aug 2017 15:23:49
Message: <59985805$1@news.povray.org>
On 19/08/2017 12:09, Sven Littkowski wrote:
> On 19.08.2017 04:23, Stephen wrote:
>> On 19/08/2017 07:04, Sven Littkowski wrote:
>>> Intention:
>>>
>>> Using the "Difference" function to create caves and tunnels inside a
>>> square-shaped piece of Martian surface (a hollow mesh object).
>>>
>>> What are your solutions, to transfer what is now a mesh, into a solid
>>> object. I believe these objects need to be solid, in order to create
>>> caves and tunnels through Difference into that body.
>>>
>>
>>
>> You are thinking about it wrongly.
>> There are no solid mesh objects. The keyword "hollow" has nothing to do
>> with an object not being solid. It is used for media containers.
>> You should think in terms of the mesh not having any holes. Then you can
>> use it with csg without artefacts. In the animation below I intersected
>> the mesh of Ariel (the ghost) was intersected with a cub then filled
>> with media. The hollow keyword was used for that.
>>
>> http://www.tc-rtc.co.uk/member/imagenewdisplay/index176.html
>>
>> When I was creating the df3s for Dhalgren with Thomas. I had a lot of
>> trouble with the meshes when they had holes in them. (I had to manually
>> edit the slices that make up the image sequence.)
>>
>>
http://news.povray.org/povray.binaries.images/thread/%3C58343a6a@news.povray.org%3E/
>>
>>
>>
>>
> Thanks. The first link requires a username and password, was not able to
> see the animation just like that.
> 

Sorry about that. I get logged in automatically.

https://youtu.be/vTQKzpusie0


> Nonetheless, good to know I can still work with division. Will give a try.
> 
> 
> ---
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> http://www.avg.com
> 


-- 

Regards
     Stephen


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From: Sven Littkowski
Subject: Re: Solidifying a Mesh Object
Date: 19 Aug 2017 22:50:45
Message: <5998c0c5$1@news.povray.org>
On 19.08.2017 11:23, Stephen wrote:
> On 19/08/2017 12:09, Sven Littkowski wrote:
>> On 19.08.2017 04:23, Stephen wrote:
>>> On 19/08/2017 07:04, Sven Littkowski wrote:
>>>> Intention:
>>>>
>>>> Using the "Difference" function to create caves and tunnels inside a
>>>> square-shaped piece of Martian surface (a hollow mesh object).
>>>>
>>>> What are your solutions, to transfer what is now a mesh, into a solid
>>>> object. I believe these objects need to be solid, in order to create
>>>> caves and tunnels through Difference into that body.
>>>>
>>>
>>>
>>> You are thinking about it wrongly.
>>> There are no solid mesh objects. The keyword "hollow" has nothing to do
>>> with an object not being solid. It is used for media containers.
>>> You should think in terms of the mesh not having any holes. Then you can
>>> use it with csg without artefacts. In the animation below I intersected
>>> the mesh of Ariel (the ghost) was intersected with a cub then filled
>>> with media. The hollow keyword was used for that.
>>>
>>> http://www.tc-rtc.co.uk/member/imagenewdisplay/index176.html
>>>
>>> When I was creating the df3s for Dhalgren with Thomas. I had a lot of
>>> trouble with the meshes when they had holes in them. (I had to manually
>>> edit the slices that make up the image sequence.)
>>>
>>>
http://news.povray.org/povray.binaries.images/thread/%3C58343a6a@news.povray.org%3E/
>>>
>>>
>>>
>>>
>>>
>> Thanks. The first link requires a username and password, was not able to
>> see the animation just like that.
>>
> 
> Sorry about that. I get logged in automatically.
> 
> https://youtu.be/vTQKzpusie0
> 
> 
>> Nonetheless, good to know I can still work with division. Will give a
>> try.
>>
>>
>> ---
>> Diese E-Mail wurde von AVG auf Viren geprüft.
>> http://www.avg.com
>>
> 
> 
Thanks. Seen. :-)


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From: Sven Littkowski
Subject: Re: Solidifying a Mesh Object
Date: 19 Aug 2017 22:53:29
Message: <5998c169@news.povray.org>
On 19.08.2017 10:49, clipka wrote:
> inside_vector y

Hi Clipka, thanks once more. Going to add the line
"inside_vector y" if it is not yet there. Checking.

Will then make some test renders, with testing tunnels into the mesh body.



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From: Sven Littkowski
Subject: Re: Solidifying a Mesh Object
Date: 19 Aug 2017 23:16:34
Message: <5998c6d2$1@news.povray.org>
On 19.08.2017 17:53, Sven Littkowski wrote:
> On 19.08.2017 10:49, clipka wrote:
>> inside_vector y
> 
> Hi Clipka, thanks once more. Going to add the line
> "inside_vector y" if it is not yet there. Checking.
> 
> Will then make some test renders, with testing tunnels into the mesh body.
> 
> 
> 
> ---
> Diese E-Mail wurde von AVG auf Viren geprüft.
> http://www.avg.com
> 
Good news: the meshes had already a specified "inside_vector".
It was < 0, 0, 1 >

Going ahead with tunnel drilling now...


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From: Sven Littkowski
Subject: Re: Solidifying a Mesh Object
Date: 20 Aug 2017 07:50:26
Message: <59993f42$1@news.povray.org>
I think, I put the three related "Valles Marineris" areas together to
one large rectangular landscape. Quite good fitting, it seems.

If anyone wants to download the source code, here is the URL:
http://www.SvenLittkowski.name/d/MarsVallesMarineris.rar
It's very compressed but still 22 MB in size! But it might be useful, as
you don't have to place anymore all the three individual landscape
squares together. Use the "MarsVallesMarineris1_POV-scene" file to render.

I am working now on the texture, I try to use the color < 0.6235294,
0.2627451,  0.1098039 > for the surface, and < 0.5333333,  0.4196078,
0.2666667 > for the lowest areas (a pigment map). Not finish with this
one at the moment of uploading.

If you like, let's work together for the textures and atmosphere!
Interested?

Afterwards, you can build your own Martian base, or we can do it
together. Would be a nice community project, or a nice competition.

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From: Sven Littkowski
Subject: Re: Solidifying a Mesh Object
Date: 20 Aug 2017 07:56:30
Message: <599940ae$1@news.povray.org>
Oh, and I forgot: I also developed in 2006 a nice and helpful little
tool: PCP (POV-Ray Color Picker).

It lets you choose any color, and gives out the POV-Ray code for that
particular color.  double-click on that color code copies that code into
the memory, and you then can easily copy it into your POV-Ray scene file.

I use it now for the Mars files.

http://www.SvenLittkowski.name/d/PCP.rar
(370 kb only, for Windows)



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