POV-Ray : Newsgroups : povray.general : New mesh type Server Time
5 Aug 2024 14:18:04 EDT (-0400)
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From: Christopher James Huff
Subject: Re: New mesh type
Date: 13 Oct 2002 23:30:17
Message: <chrishuff-E59BEF.23251713102002@netplex.aussie.org>
In article <web.3daa233e7d95834218ccf4f70@news.povray.org>,
 "Rohan Bernett" <rox### [at] yahoocom> wrote:

> What about using the center of the object as a reference point to calculate
> the smooth vectors?

What's the center of the object?
Don't bother trying to figure it out, there are many possible ways to 
answer that question and none of them would help in computing smooth 
normal vectors for anything but a sphere. His point was that there are 
several algorithms for guessing the correct normals, and none of them 
work all the time. For instance: take a deformed cube. Most smoothing 
algorithms will mess up the sharp edges and corners, because the 
algorithm doesn't "know" they are supposed to be sharp.


> >First that's not 'tesselate', it is 'surface subdivision' in your case.
> Then why is it somtimes referred to as tesselation?

It isn't by anyone who knows what they are talking about.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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From: Warp
Subject: Re: New mesh type
Date: 13 Oct 2002 23:46:06
Message: <3daa3dfe@news.povray.org>
Rohan Bernett <rox### [at] yahoocom> wrote:
> There are pigments with more than one rgb, such as the checker and hexagon
> patterns.

  As you say, checker and hexagon are *patterns*, not pigments. You are
confusing the two things.

-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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From: Tim Nikias
Subject: Re: New mesh type
Date: 14 Oct 2002 01:09:51
Message: <3daa519f@news.povray.org>
> After all the telling off for my ignorance and stupidity regarding meshes,
> I'm sorry I made the post in the first place. :-(

Never be sorry for posts (unless they're unkind). In this case,
I guess you probably learned something. Its nothing to do
with stupidity, but just with knowledge and newbie (in this case
being newbie to meshes). These kind of posts become insightful
discussions sometimes, so no need to be unhappy.

Just my 2 cents to cheer you up...

Regards,
Tim

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde


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From: Rohan Bernett
Subject: Re: New mesh type
Date: 20 Oct 2002 22:05:03
Message: <web.3db35ec87d95834218ccf4f70@news.povray.org>
>Never be sorry for posts (unless they're unkind). In this case,
>I guess you probably learned something. Its nothing to do
>with stupidity, but just with knowledge and newbie (in this case
>being newbie to meshes). These kind of posts become insightful
>discussions sometimes, so no need to be unhappy.
>
>Just my 2 cents to cheer you up...

That has helped cheer me up! Thanks!

I am a newbie to meshes. I haven't used any meshes in my scenes yet, just
CSG objects and isosurfaces.

Rohan _e_ii


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