POV-Ray : Newsgroups : povray.text.scene-files : edge_pigment02.inc (a proximity pattern) Server Time
28 Apr 2024 12:42:12 EDT (-0400)
  edge_pigment02.inc (a proximity pattern) (Message 11 to 14 of 14)  
<<< Previous 10 Messages Goto Initial 10 Messages
From: clipka
Subject: Re: edge_pigment02.inc (a proximity pattern)
Date: 24 Aug 2009 19:29:56
Message: <4a932274$1@news.povray.org>
Reactor schrieb:
> Which kind of makes me wonder why inside_vector doesn't have a default value.
> It seems like the direction rarely matters that much, but if you forget to
> specify it...

Backward compat I suppose: Until the introduction of inside_vector, I 
assume intersecting a mesh with a solid would give you the same result 
as clipping the mesh by that object, and some scenes might have relied 
on this effect; defaulting to a proper inside_vector would obviously 
break such scenes.

Then again, I guess it would be not much of a problem to default to 
inside_vector y (for instance) unless a #version statement is used to 
request compat with 3.6 or lower. And a warning could be given even 
then, suggesting to use clipped_by instead.


Post a reply to this message

From: clipka
Subject: Re: edge_pigment02.inc (a proximity pattern)
Date: 24 Aug 2009 19:35:24
Message: <4a9323bc@news.povray.org>
Warp schrieb:
>   My guess is that specifying inside_vector makes the rendering of the
> mesh slower in some situations (probably eg. when there's media or fog
> around), which is why it's turned off by default.

I don't think so. Media would only be computed inside a mesh if the 
"hollow" keyword is also used anyway.

The only place where it should make a difference is when used with CSG 
intersection: In that case, performing proper inside tests instead of 
just returning "not inside" would be faster of course.

Anyway, the speed issue could be mitigated by allowing to explicitly 
specify "inside_vector <0,0,0>" (or, being equivalent yet more talktive, 
"inside_vector no") to disable inside tests.


Post a reply to this message

From: Warp
Subject: Re: edge_pigment02.inc (a proximity pattern)
Date: 25 Aug 2009 11:01:32
Message: <4a93fccc@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Warp schrieb:
> >   My guess is that specifying inside_vector makes the rendering of the
> > mesh slower in some situations (probably eg. when there's media or fog
> > around), which is why it's turned off by default.

> I don't think so. Media would only be computed inside a mesh if the 
> "hollow" keyword is also used anyway.

  Except that meshes have no inside and thus no insideness is computed for
them. (Except if inside_vector is specified, of course.)

> Anyway, the speed issue could be mitigated by allowing to explicitly 
> specify "inside_vector <0,0,0>" (or, being equivalent yet more talktive, 
> "inside_vector no") to disable inside tests.

  That might break existing scenes, especially those which use *open* meshes
and assume that meshes have no inside.

-- 
                                                          - Warp


Post a reply to this message

From: clipka
Subject: Re: edge_pigment02.inc (a proximity pattern)
Date: 25 Aug 2009 20:03:06
Message: <4a947bba$1@news.povray.org>
Warp schrieb:
>>>   My guess is that specifying inside_vector makes the rendering of the
>>> mesh slower in some situations (probably eg. when there's media or fog
>>> around), which is why it's turned off by default.
> 
>> I don't think so. Media would only be computed inside a mesh if the 
>> "hollow" keyword is also used anyway.
> 
>   Except that meshes have no inside and thus no insideness is computed for
> them. (Except if inside_vector is specified, of course.)

... which is exactly the difference we're discussing here: Whether 
having meshes to default to a valid inside_vector would make a difference.

>> Anyway, the speed issue could be mitigated by allowing to explicitly 
>> specify "inside_vector <0,0,0>" (or, being equivalent yet more talktive, 
>> "inside_vector no") to disable inside tests.
> 
>   That might break existing scenes, especially those which use *open* meshes
> and assume that meshes have no inside.

That's what I already mentioned in the first place, and commented on 
possible solutions, in case you didn't notice. Here I just focused on 
the speed issues.


Post a reply to this message

<<< Previous 10 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.