POV-Ray : Newsgroups : povray.programming : Interior in Mesh/Mesh2 or Polygonal-Objects Server Time
22 Dec 2024 13:00:22 EST (-0500)
  Interior in Mesh/Mesh2 or Polygonal-Objects (Message 1 to 5 of 5)  
From: Held OT
Subject: Interior in Mesh/Mesh2 or Polygonal-Objects
Date: 10 Jan 2005 09:10:00
Message: <web.41e28b1b78c5ef127d362a450@news.povray.org>
Hi...

I was thinking about a way to specify an interior for mesh/mesh2 or
polygonal objects. My incoming data will be a closed polygonal model or a
triangle mesh (I don't know for sure yet) - it shall resemble a solid
object. I will need refraction, attenuation and I guess dispersion to work
properly in it, so that the rays behaves like in a real solid object.

Is the only way to do it to change the mesh/meh2 or polygon - code in a way
that there can be a interior defined for it? - This would include a test if
the ray is inside entering or leaving the object, right? I hope for an
easier way, but I don't know where to start looking...

Can anybody give me a hint?


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From: ABX
Subject: Re: Interior in Mesh/Mesh2 or Polygonal-Objects
Date: 10 Jan 2005 09:16:13
Message: <mf35u0lktlo35u4tv9ipnpst4gkrpi1n0f@4ax.com>
On Mon, 10 Jan 2005 09:06:39 EST, "Held_OT" <sve### [at] webde> wrote:
> I was thinking about a way to specify an interior for mesh/mesh2 or
> polygonal objects. (...) Can anybody give me a hint?

Hint: http://www.google.com/search?q=inside_vector+POV

ABX


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From: Warp
Subject: Re: Interior in Mesh/Mesh2 or Polygonal-Objects
Date: 10 Jan 2005 11:13:50
Message: <41e2a9be@news.povray.org>
Held_OT <sve### [at] webde> wrote:
> I was thinking about a way to specify an interior for mesh/mesh2 or
> polygonal objects. My incoming data will be a closed polygonal model or a
> triangle mesh (I don't know for sure yet) - it shall resemble a solid
> object. I will need refraction, attenuation and I guess dispersion to work
> properly in it, so that the rays behaves like in a real solid object.

  Refraction, attenuation and dispersion work just ok regardless of
whether you are using a mesh or a sphere. They are in no way affected
by the "solidness" of the object.

> Is the only way to do it to change the mesh/meh2 or polygon - code in a way
> that there can be a interior defined for it? - This would include a test if
> the ray is inside entering or leaving the object, right? I hope for an
> easier way, but I don't know where to start looking...

  Have you actually *tried* what happens if you use refraction, etc.
with a mesh?

-- 
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}//  - Warp -


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From: Warp
Subject: Re: Interior in Mesh/Mesh2 or Polygonal-Objects
Date: 10 Jan 2005 11:14:40
Message: <41e2a9f0@news.povray.org>
ABX <abx### [at] abxartpl> wrote:
> Hint: http://www.google.com/search?q=inside_vector+POV

  It's useless to use inside_vector for refraction, attenuation and
dispersion because these features don't care about the "solidness" of
the object.

  The only place where you need inside_vector is in CSG.

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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From: Thomas Baier
Subject: Re: Interior in Mesh/Mesh2 or Polygonal-Objects
Date: 22 Jan 2005 08:07:21
Message: <h0k4v0lptae788uu06nuh49okmdu1sha9s@4ax.com>
On Mon, 10 Jan 2005 09:06:39 EST, "Held_OT" <sve### [at] webde>
wrote:

to my knowledge you can use "interior" with mesh2 objects.
Just try it play with ior and other parameters.

-tb

>Hi...
>
>I was thinking about a way to specify an interior for mesh/mesh2 or
>polygonal objects. My incoming data will be a closed polygonal model or a
>triangle mesh (I don't know for sure yet) - it shall resemble a solid
>object. I will need refraction, attenuation and I guess dispersion to work
>properly in it, so that the rays behaves like in a real solid object.
>
>Is the only way to do it to change the mesh/meh2 or polygon - code in a way
>that there can be a interior defined for it? - This would include a test if
>the ray is inside entering or leaving the object, right? I hope for an
>easier way, but I don't know where to start looking...
>
>Can anybody give me a hint?
>
>


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