"Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:
> "John Greenwood" <joh### [at] john-greenwoodcouk> wrote:> > "Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:> ....> > > Have you tried to set the recursion depth to 0 ?> IIRC the resolution has to be raised considerable if you have no recursion.> I think that using recursion may lead to unwanted holes.
This seems to work. With resolution = 50 and depth =0, the result was similar in
smoothness to resolution = 8 and depth =1 and the time taken was about the same.
And no sign of gaps so far.
Incidently, I see that the object is mesh and not mesh2. I thought I had seen
something about an improvement to this meshing programme that produced a mesh2
and was faster?
Thanks for the help.
John
"John Greenwood" <joh### [at] john-greenwoodcouk> wrote:
> "Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:> > "John Greenwood" <joh### [at] john-greenwoodcouk> wrote:> > > "Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:> > ....> > > > Have you tried to set the recursion depth to 0 ?>> > IIRC the resolution has to be raised considerable if you have no recursion.>> > I think that using recursion may lead to unwanted holes.>> This seems to work. With resolution = 50 and depth =0, the result was similar in> smoothness to resolution = 8 and depth =1 and the time taken was about the same.>> And no sign of gaps so far.
Good :)
> Incidently, I see that the object is mesh and not mesh2. I thought I had seen> something about an improvement to this meshing programme that produced a mesh2> and was faster?
Warp once made a program that can compress triangle meshes, but I don't remember
exactly what it can do. The latest version I can find mentioned is v3.0. It is
mentioned here:
http://www.povcomp.com/entries/46.php
I've tried to search for it, but with no luck so far. Perhaps someone else in
here knows where to find it. If not, you can just ask Warp.
> Thanks for the help.
No problem.
--
Tor Olav
http://subcube.com
"John Greenwood" <joh### [at] john-greenwoodcouk> wrote:
> "Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:> > "John Greenwood" <joh### [at] john-greenwoodcouk> wrote:> > > "Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:> > ....> > > > Have you tried to set the recursion depth to 0 ?>> > IIRC the resolution has to be raised considerable if you have no recursion.>> > I think that using recursion may lead to unwanted holes.>> This seems to work. With resolution = 50 and depth =0, the result was similar in> smoothness to resolution = 8 and depth =1 and the time taken was about the same.>> And no sign of gaps so far.
It would be interesting to see that head rendered as a mesh without holes at
that resolution or higher. (I'm curious about how much "noise" there is around
the eyes and below the nose.)
--
Tor Olav
http://subcube.com
"Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:
> "John Greenwood" <joh### [at] john-greenwoodcouk> wrote:> > "Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:> > > "John Greenwood" <joh### [at] john-greenwoodcouk> wrote:> > > > "Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:> > > ....> > > > > Have you tried to set the recursion depth to 0 ?> >> > > IIRC the resolution has to be raised considerable if you have no recursion.> >> > > I think that using recursion may lead to unwanted holes.> >> > This seems to work. With resolution = 50 and depth =0, the result was similar in> > smoothness to resolution = 8 and depth =1 and the time taken was about the same.> >> > And no sign of gaps so far.>> It would be interesting to see that head rendered as a mesh without holes at> that resolution or higher. (I'm curious about how much "noise" there is around> the eyes and below the nose.)
I have posted an image at:
http://news.povray.org/web.584d34e77f9527eae15d43a80@news.povray.org
along with the source code. The noise around the eyes looks a bit like wrinkles!
John