POV-Ray : Newsgroups : povray.general : New mesh type Server Time
5 Aug 2024 14:14:27 EDT (-0400)
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From: Warp
Subject: Re: New mesh type
Date: 11 Oct 2002 20:24:48
Message: <3da76bd0@news.povray.org>
Christopher James Huff <chr### [at] maccom> wrote:
>     displace {DISPLACEMENT_ITEMS}

  Perhaps better:

    function { FUNCTION } // each vertex is transformed according to this

  This function would be given extra information besides the x, y and z
of the vertex point (eg. the normal vector at the vertex, for example
named nx, ny and nz).

  Of course transforming vertices usually invalidates previously existing
normal vectors, so they must be either recalculated or entered otherwise
by the user. This is a bit problematic.

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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From: Christopher James Huff
Subject: Re: New mesh type
Date: 11 Oct 2002 20:43:40
Message: <chrishuff-FA3854.20385011102002@netplex.aussie.org>
In article <3da76bd0@news.povray.org>, Warp <war### [at] tagpovrayorg> 
wrote:

>   Perhaps better:
> 
>     function { FUNCTION } // each vertex is transformed according to this
> 
>   This function would be given extra information besides the x, y and z
> of the vertex point (eg. the normal vector at the vertex, for example
> named nx, ny and nz).

That would be one possible displacement type. I wouldn't want it to be 
the only one, and just "function {}" seems like a very bad syntax 
decision, it says nothing about what the function is for.

-- 
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: Rohan Bernett
Subject: Re: New mesh type
Date: 13 Oct 2002 21:55:04
Message: <web.3daa233e7d95834218ccf4f70@news.povray.org>
>Interesting (with irony!): How do you create the smoothness information
>? By magic of the code, I presume ?

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

>First that's not 'tesselate', it is 'surface subdivision' in your case.

Then why is it somtimes referred to as tesselation?

Rohan _e_ii


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From: Rohan Bernett
Subject: Re: New mesh type
Date: 13 Oct 2002 22:00:08
Message: <web.3daa246b7d95834218ccf4f70@news.povray.org>
It's meant to be a way of specifying different colours to each vertex.

Apologies for the confusion, as I hardly ever use textures, and am not used
to using them.

And just in case you were wondering, I haven't tried writing a mesh by hand
yet. Come to think of it, I haven't used a mesh in any of my scenes yet, no
idea why.

Rohan _e_ii


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From: Rohan Bernett
Subject: Re: New mesh type
Date: 13 Oct 2002 22:20:03
Message: <web.3daa28bc7d95834218ccf4f70@news.povray.org>
>It really looks like you've misunderstood the entire texture syntax.
>Your "pigment {blah1, blah2, blah3}" syntax would break consistency with
>every other use of pigments, and would take a lot of work to implement.

There are pigments with more than one rgb, such as the checker and hexagon
patterns.

After all the telling off for my ignorance and stupidity regarding meshes,
I'm sorry I made the post in the first place. :-(

Rohan _e_ii


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From: Christopher James Huff
Subject: Re: New mesh type
Date: 13 Oct 2002 23:23:32
Message: <chrishuff-C912E9.23183213102002@netplex.aussie.org>
In article <web.3daa28bc7d95834218ccf4f70@news.povray.org>,
 "Rohan Bernett" <rox### [at] yahoocom> wrote:

> There are pigments with more than one rgb, such as the checker and hexagon
> patterns.

But that is an entirely different case: one pigment with one pattern 
that takes several solid colors instead of a blend of colors. This is 3 
pigment items in a place where there should only be 1.
A triangle_blend pattern would at least be consistent, but wouldn't be 
very useful.

-- 
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: 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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