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1 Nov 2024 21:19:24 EDT (-0400)
  mesh2 / plane differences (Message 1 to 3 of 3)  
From: gregjohn
Subject: mesh2 / plane differences
Date: 1 Oct 2010 23:00:01
Message: <web.4ca6a019658ee8b34d207310@news.povray.org>
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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From: John VanSickle
Subject: Re: mesh2 / plane differences
Date: 2 Oct 2010 15:55:16
Message: <4ca78e24@news.povray.org>
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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From: gregjohn
Subject: Re: mesh2 / plane differences
Date: 2 Oct 2010 20:25:00
Message: <web.4ca7cd44fcc5647734d207310@news.povray.org>
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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