|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hi,
I need to ray trace a quadric (hyperbola or sphere) clipped by a prism with
arbitrary polygonal base or clipped by e tetraedron. The scene is composed by
several of these patches. What is the best method to do this?
I tried by triangulating the mesh of the prism but it seems that the mesh object
cannot be used inside a bounded_by or clipped_by statement.
Any suggestion?
Thanks,
Sergio
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
>
> Hi,
> I need to ray trace a quadric (hyperbola or sphere) clipped by a prism with
> arbitrary polygonal base or clipped by e tetraedron. The scene is composed by
> several of these patches. What is the best method to do this?
> I tried by triangulating the mesh of the prism but it seems that the mesh object
> cannot be used inside a bounded_by or clipped_by statement.
> Any suggestion?
> Thanks,
> Sergio
>
>
You can use the prism or the tetraedron directly.
It's the only way if you are using version 3.6.
You can try to use the interior_vector on those meshes. (you need to use
version 3.7 to have that feature)
Normaly, a mesh is just an infinitely thin shell with no defined
interior/exterior relationship.
Bounded_by and clipped_by need a clear interior/exterior for the used
object.
Adding an interior_vector to your mesh enable that distinction.
(need version 3.7)
Alain
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Alain <aze### [at] qwertyorg> wrote:
> >
> > Hi,
> > I need to ray trace a quadric (hyperbola or sphere) clipped by a prism with
> > arbitrary polygonal base or clipped by e tetraedron. The scene is composed by
> > several of these patches. What is the best method to do this?
> > I tried by triangulating the mesh of the prism but it seems that the mesh object
> > cannot be used inside a bounded_by or clipped_by statement.
> > Any suggestion?
> > Thanks,
> > Sergio
> >
> >
>
> You can use the prism or the tetraedron directly.
> It's the only way if you are using version 3.6.
>
> You can try to use the interior_vector on those meshes. (you need to use
> version 3.7 to have that feature)
>
> Normaly, a mesh is just an infinitely thin shell with no defined
> interior/exterior relationship.
> Bounded_by and clipped_by need a clear interior/exterior for the used
> object.
>
> Adding an interior_vector to your mesh enable that distinction.
> (need version 3.7)
>
>
>
>
> Alain
Using version 3.7 everything is fine.
Many thanks!
Sergio
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Am 28.03.2011 20:32, schrieb Alain:
> You can try to use the interior_vector on those meshes. (you need to use
> version 3.7 to have that feature)
(BTW, it's inside_vector, not interior_vector)
Note that generally speaking, the inside_vector feature /does/ exist in
3.6. IIRC there were some caveats though, so that in /some/ contexts
meshes still weren't accepted as solid objects, despite inside_vector
being specified.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |