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Thanks, fellows, for your helpful advice. I've created a triangle mesh out of
the whole affair, and it consists of 50,000 triangles in total. Is that an
exceptionally large number of triangles for a mesh, or is that a reasonable
amount? I realize it's a vague question, but I'm just trying to get a sense of
what's "normally" done for projects of this type.
Thanks, GB
Warp <war### [at] tag povray org> wrote:
> Alain <aze### [at] qwerty org> wrote:
> > You can have one mesh per face, each with it's own image_map. You then
> > combine the various faces toggether using an union.
>
> That would be really inefficient and wouldn't benefit from mesh
> optimizations at all.
>
> > You can also combine the various views into a single image and, using UV
> > maping, have that image wrap around a single mesh.
>
> There's no need to do that.
>
> > You can also have a single mesh and apply different images to different
> > areas.
>
> Honestly, I can't understand why that wasn't your *only* suggestion,
> because the other ones don't make too much sense.
>
> Meshes have an efficient way of using predefined textures in individual
> triangles or even individual vertices, so that's obviously the best way of
> doing that.
>
> --
> - Warp
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