POV-Ray : Newsgroups : povray.newusers : rendering edges : Re: rendering edges Server Time
6 Oct 2024 02:21:44 EDT (-0400)
  Re: rendering edges  
From: Mr
Date: 11 Aug 2009 17:15:01
Message: <web.4a81df0e4068d214e3f0b2880@news.povray.org>
"Chris B" <nom### [at] nomailcom> wrote:

>
> If you do want to create a sort of wire-frame view, then the easiest way is
> probably to #declare the vertices and the faces as two arrays of 3-element
> vectors:
>
> #declare MyVectors = array [1108]
> {<-0.0582308,0.879374,-0.00541553>,[ETC...] };
> #declare MyFaces = array [2208]
> {<0,1,2>,<2,3,0>,<4,5,6>,<6,7,4>,<8,9,10>,<11,12,13>,[ETC...]};
>
> Then you can quite easily loop through the faces and draw 3 cylinders for
> each edge of each triangular face, giving those cylinders more or less any
> texture you want.
>
> If this is what you want to do then I'd be happy to post an example of a
> simple #while loop that would do this sort of thing for you.
>
> Regards,
> Chris B.

Actually, there should'nt be any triangles since they are just extruded vertices
forming a long uninterrupted continuous series of edges like a spline without
interpolation. (hair)
 so they should'nt be arrays of 3 edges... only pairs one after the other. I
feel it should be easier to convert those to actual geometry on blender side.
but eve if I don't make it, it's not worth the effort. It's not as if hair
didn't get exported, just some of its curlyness set up into its child
particles.


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