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Hi. What happens when you difference a plane from a declared mesh2 object? If
one carefully examined the interface between the plane and the difference, would
you see "openings" due to deletion of vertices, or would it be a closed object,
as if you had really cut it with a saw?
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On 10/1/2010 10:59 PM, gregjohn wrote:
> Hi. What happens when you difference a plane from a declared mesh2 object? If
> one carefully examined the interface between the plane and the difference, would
> you see "openings" due to deletion of vertices, or would it be a closed object,
> as if you had really cut it with a saw?
Have you tried some sample scenes to see what happens? It's not like we
need to be armchair quarterbacks about this.
Regards,
John
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John VanSickle <evi### [at] hotmailcom> wrote:
> On 10/1/2010 10:59 PM, gregjohn wrote:
> > Hi. What happens when you difference a plane from a declared mesh2 object? If
> > one carefully examined the interface between the plane and the difference, would
> > you see "openings" due to deletion of vertices, or would it be a closed object,
> > as if you had really cut it with a saw?
>
> Have you tried some sample scenes to see what happens? It's not like we
> need to be armchair quarterbacks about this.
>
> Regards,
> John
It did take a while to construct the perfect scene to answer the question.
http://www.flickr.com/photos/pterandon/5045889706/
It looks like povray honors the original intent of the mesh2 and performs a cut
as if it were a saw, not as if a vertex were thrown away. I could imagine
Universes in which povray would have done one or the other. This is better for
my application.
It's because for my character mesh modeling, I am thinking the best approach for
the "torso" is four tubes that collide in the center, each cut off by a pair of
boxes/ planes.
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