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clipka <nomail@nomail> wrote:
> So what do you suggest? Use .3ds instead of .obj file format because then you
> can't handle quads at all, and the problem is somebody else's?
That sounds like a plan.
--
- Warp
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Warp <war### [at] tagpovrayorg> wrote:
> clipka <nomail@nomail> wrote:
> > So what do you suggest? Use .3ds instead of .obj file format because then you
> > can't handle quads at all, and the problem is somebody else's?
>
> That sounds like a plan.
For that matter, to me "use .obj nonetheless, warn the user about potential
problems if the model contains quads, while braindeadly subdividing them into
triangles" sounds like an equally good one. A better one actually, if I'm
asked.
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"Severi Salminen" <sev### [at] NOTTHISsaunalahtifiinvalid> wrote in
message news:497f513d@news.povray.org...
> nemesis wrote:
>
>> The exporter doesn`t seem ok, then. But that looks weirdly like a
>> glitch with the normal calculations. In Blender, you may try to do, in
>> edit mode (tab):
>>
>> 1) convert all to triangles CTRL+T
>
> I tried this and the error is already shown here.
Wings any good? You can tesselate using that, might be better.
~Steve~
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>> 1) convert all to triangles CTRL+T
>
> I tried this and the error is already shown here. You can try it
> yourself. Just look near eye brow after triangulation and the problem is
> there. It seems that blender triangulates the quad incorrectly. It
> should split it the other way.
Interestingly enough the Ctrl-T function tessellates that quad the opposite
way than it does to render it on screen. You can manually tessellate that
single quad by hand by deleting the face and then creating two new faces the
"better" way round.
Alternatively (once your renderer is faster) apply a level or 2 of the
subsurf modifier, then the problem with non-planar quads in that model goes
away.
>> 2) recalculate the normals CTRL+N
>
> I actually calculate the normals in ssRay. But should be just fine. By
> inverting the normals, you' see a totally black monkey.
Are you planning to have an option to use the normals saved in the file?
Because on some meshes you want the flexibility of having parts smooth
shaded and parts with sharp edges.
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Am Thu, 29 Jan 2009 14:57:37 +0100 schrieb scott:
> opposite way than it does to render it on screen. You can manually
> tessellate that single quad by hand by deleting the face and then
> creating two new faces the "better" way round.
Why not select the "bad" edge and hit Ctrl-E -> Rotate Edge CW/CWW ?
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>> opposite way than it does to render it on screen. You can manually
>> tessellate that single quad by hand by deleting the face and then
>> creating two new faces the "better" way round.
>
> Why not select the "bad" edge and hit Ctrl-E -> Rotate Edge CW/CWW ?
There speaks a man who knows Blender better than me :-)
I kinda guessed there should be a faster way to do what I explained, but I
couldn't find it...
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Am Thu, 29 Jan 2009 15:07:03 +0100 schrieb scott:
>>> opposite way than it does to render it on screen. You can manually
>>> tessellate that single quad by hand by deleting the face and then
>>> creating two new faces the "better" way round.
>>
>> Why not select the "bad" edge and hit Ctrl-E -> Rotate Edge CW/CWW ?
>
> There speaks a man who knows Blender better than me :-)
>
> I kinda guessed there should be a faster way to do what I explained, but
> I couldn't find it...
Freut mich, dass ich helfen konnte... (I felt, it was time for your
German practice hour ;) )
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> Freut mich, dass ich helfen konnte... (I felt, it was time for your
> German practice hour ;) )
Man kann Blender nur mit Hilfe verwenden!
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From: Severi Salminen
Subject: Re: The most common 3D mesh file format?
Date: 29 Jan 2009 16:19:33
Message: <49821d65@news.povray.org>
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scott wrote:
>> I actually calculate the normals in ssRay. But should be just fine. By
>> inverting the normals, you' see a totally black monkey.
>
> Are you planning to have an option to use the normals saved in the file?
> Because on some meshes you want the flexibility of having parts smooth
> shaded and parts with sharp edges.
Most likely that will be an option at some point. But now I only wanted
to import some simple meshes for testing. Basic .obj support was enough.
The next thing to do is kd-tree and that is not that trivial. And first
I need to figure some other things out.
But once I have implemented kd-tree, things get interesting as I can
render scenes with MANY objects.
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On 29-Jan-09 15:02, Michael Zier wrote:
> Am Thu, 29 Jan 2009 14:57:37 +0100 schrieb scott:
>
>> opposite way than it does to render it on screen. You can manually
>> tessellate that single quad by hand by deleting the face and then
>> creating two new faces the "better" way round.
>
> Why not select the "bad" edge and hit Ctrl-E -> Rotate Edge CW/CWW ?
That does not seem to work if the result is worse by a certain amount in
Blenders opinion. Hmm, sorry, I'll be the judge of that. I regularly
have to use scott's method :(
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